Training Executive Functions

When faced with a new, difficult, and unexpected problem, we use our brain’s ability to consciously focus on a specific task and direct our thinking towards a goal-directed behaviour; known as executive functions

This area of research aims to evaluate the effect that serious gaming has on these executive functions using the latest technology and innovative tools, ranging from Tablet/ PC-Gaming to immersive environments such as virtual reality.

A secondary aim is to evaluate the influence of a new training environment called the ‘Helix Arena’, which allows for an individual to be fully immersed in a 360-degree environment. The effects of these training devices will be explored in both clinical and athletic populations.

Training of Executive Functions via gaming


Training Ex F

Feature One

Training pre-orientation for the prevention of head injuries in contact sports using virtual reality.

Feature Two

Training executive functions in a 360-degree environment.

Feature Three

Training the cognitive abilities necessary in first responders (i.e. firefighters and police) to make them more effective in their work.

Cooperations

skills.lab, Graz

Effect of serious gaming on Executive Functions

Publications

Mayer, J. & Hermann, H.-D. (2020). Kognitives Training im Sport. In J. Schüler, M. Wegner & H. Plessner (Hrsg.) Sportpsychologie. Anwendung und Grundlagen. S. 463-478. Heidelberg u.a.: Springer.

Jokiel, L., Johns, P., Spielmann, J. & Mayer, J. (2020). Verletzungsprävention im Rugby durch den Einsatz von Virtual Reality. Leistungssport 50 (5), S. 17-20.

Beavan A., Spielmann, J., & Mayer, J. (2019). Taking the First Steps Towards Integrating Testing and Training Cognitive Abilities Within High-Performance Athletes; Insights from a Professional German Football Club. Frontiers in Psychology 10(2773), pp. 1-5.