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1.
Psychiatry Res Neuroimaging ; 341: 111826, 2024 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-38735228

RESUMO

We used a virtual navigation paradigm in a city environment to assess neuroanatomical correlates of cognitive deficits in schizophrenia spectrum disorders (SSD). We studied a total of N = 36 subjects: 18 with SSD and 18 matched unaffected controls. Participants completed 10 rapid, single-trial navigation tasks within the virtual city while undergoing functional magnetic resonance imaging (fMRI). All trials tested ability to find different targets seen earlier, during the passive viewing of a path around different city blocks. SSD patients had difficulty finding previously-encountered targets, were less likely to find novel shortcuts to targets, and more likely to attempt retracing of the path observed during passive viewing. Based on a priori region-of-interest analyses, SSD participants had hyperactivation of the left hippocampus when passively viewing turns, hyperactivation of the left caudate when finding targets, and hypoactivation of a focal area of the dorsolateral prefrontal cortex when targets were initially shown during passive viewing. We propose that these brain-behaviour relations may bias or reinforce stimulus-response navigation approaches in SSD and underlie impaired performance when allocentric spatial memory is required, such as when forming efficient shortcuts. This pattern may extend to more general cognitive impairments in SSD that could be used to design remediation strategies.


Assuntos
Núcleo Caudado , Hipocampo , Imageamento por Ressonância Magnética , Esquizofrenia , Navegação Espacial , Humanos , Hipocampo/diagnóstico por imagem , Hipocampo/fisiopatologia , Masculino , Esquizofrenia/diagnóstico por imagem , Esquizofrenia/fisiopatologia , Adulto , Núcleo Caudado/diagnóstico por imagem , Núcleo Caudado/fisiopatologia , Feminino , Navegação Espacial/fisiologia , Pessoa de Meia-Idade , Realidade Virtual
2.
Curr Psychiatry Rep ; 17(9): 71, 2015 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-26216589

RESUMO

Video games are now a ubiquitous form of entertainment that has occasionally attracted negative attention. Video games have also been used to test cognitive function, as therapeutic interventions for neuropsychiatric disorders, and to explore mechanisms of experience-dependent structural brain changes. Here, we review current research on video games published from January 2011 to April 2014 with a focus on studies relating to mental health, cognition, and brain imaging. Overall, there is evidence that specific types of video games can alter brain structure or improve certain aspects of cognitive functioning. Video games can also be useful as neuropsychological assessment tools. While research in this area is still at a very early stage, there are interesting results that encourage further work in this field, and hold promise for utilizing this technology as a powerful therapeutic and experimental tool.


Assuntos
Encéfalo/anatomia & histologia , Cognição , Transtornos Mentais/diagnóstico , Jogos de Vídeo , Encéfalo/fisiopatologia , Humanos , Transtornos Mentais/terapia , Saúde Mental , Testes Neuropsicológicos , Tamanho do Órgão , Interface Usuário-Computador
3.
Front Behav Neurosci ; 7: 180, 2013.
Artigo em Inglês | MEDLINE | ID: mdl-24324418

RESUMO

OBJECTIVE: To develop a virtual reality platform that would serve as a functionally meaningful measure of cognition in schizophrenia and that would also complement standard batteries of cognitive tests during clinical trials for cognitive treatments in schizophrenia, be amenable to human neuroimaging research, yet lend itself to neurobiological comparison with rodent analogs. METHOD: Thirty-three patients with schizophrenia and 33 healthy controls matched for age, sex, video gaming experience, and education completed eight rapid, single-trial virtual navigation tasks within a naturalistic virtual city. Four trials tested their ability to find different targets seen during the passive viewing of a closed path that led them around different city blocks. Four subsequent trials tested their ability to return to four different starting points after viewing a path that took them several blocks away from the starting position. RESULTS: Individuals with schizophrenia had difficulties in way-finding, measured as distance travelled to find targets previously encountered within the virtual city. They were also more likely not to notice the target during passive viewing, less likely to find novel shortcuts to targets, and more likely to become lost and fail completely in finding the target. Total travel distances across all eight trials strongly correlated (negatively) with neurocognitive measures and, for 49 participants who completed the Quality of Life Scale, psychosocial functioning. CONCLUSION: Single-trial, goal-directed navigation in a naturalistic virtual environment is a functionally meaningful measure of cognitive functioning in schizophrenia.

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