@article{KuschpelLiuSchadetal.2015, author = {Kuschpel, Maxim S. and Liu, Shuyan and Schad, Daniel and Heinzel, Stephan and Heinz, Andreas and Rapp, Michael Armin}, title = {Differential effects of wakeful rest, music and video game playing on working memory performance in the n-back task}, series = {Frontiers in psychology}, journal = {Frontiers in psychology}, number = {6}, publisher = {Frontiers Research Foundation}, address = {Lausanne}, issn = {1664-1078}, doi = {10.3389/fpsyg.2015.01683}, year = {2015}, abstract = {The interruption of learning processes by breaks filled with diverse activities is common in everyday life. We investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on working memory performance. Young adults were exposed to breaks involving (i) eyes-open resting, (ii) listening to music and (iii) playing the video game "Angry Birds" before performing the n-back working memory task. Based on linear mixed-effects modeling, we found that playing the "Angry Birds" video game during a short learning break led to a decline in task performance over the course of the task as compared to eyes-open resting and listening to music, although overall task performance was not impaired. This effect was associated with high levels of daily mind wandering and low self-reported ability to concentrate. These findings indicate that video games can negatively affect working memory performance over time when played in between learning tasks. We suggest further investigation of these effects because of their relevance to everyday activity.}, language = {en} } @inproceedings{SchadJuengerSeboldetal.2014, author = {Schad, Daniel and Juenger, Elisabeth and Sebold, Miriam Hannah and Garbusow, Maria and Bernhart, Nadine and Javadi, Amir Homayoun and Zimmermann, Ulrich S. and Smolka, Michael N. and Heinz, Andreas and Rapp, Michael Armin and Huys, Quentin J. M.}, title = {Smart goals, slow habits? Individual differences in processing speed and working memory capacity moderate the balance between habitual and goal-directed choice behavior}, series = {Cognitive processing : international quarterly of cognitive science}, volume = {15}, booktitle = {Cognitive processing : international quarterly of cognitive science}, number = {1}, publisher = {Springer}, address = {Heidelberg}, issn = {1612-4782}, pages = {S62 -- S62}, year = {2014}, language = {en} } @misc{GarbusowSommerNebeetal.2018, author = {Garbusow, Maria and Sommer, Christian and Nebe, Stephan and Sebold, Miriam Hannah and Kuitunen-Paul, S{\"o}ren and Wittchen, Hans-Ulrich and Smolka, Michael N. and Zimmermann, Ulrich S. and Rapp, Michael Armin and Huys, Quentin J. M. and Schlagenhauf, Florian and Heinz, Andreas}, title = {Multi-level evidence of general pavlovian-to-instrumental transfer in alcohol use disorder}, series = {Alcoholism : clinical and experimental research ; the official journal of the American Medical Society on Alcoholism and the Research Society on Alcoholism}, volume = {42}, journal = {Alcoholism : clinical and experimental research ; the official journal of the American Medical Society on Alcoholism and the Research Society on Alcoholism}, publisher = {Wiley}, address = {Hoboken}, issn = {0145-6008}, pages = {128A -- 128A}, year = {2018}, language = {en} } @article{SchadJuengerSeboldetal.2014, author = {Schad, Daniel and Juenger, Elisabeth and Sebold, Miriam Hannah and Garbusow, Maria and Bernhardt, Nadine and Javadi, Amir-Homayoun and Zimmermann, Ulrich S. and Smolka, Michael N. and Heinz, Andreas and Rapp, Michael Armin and Huys, Quentin J. M.}, title = {Processing speed enhances model-based over model-free reinforcement learning in the presence of high working memory functioning}, series = {Frontiers in psychology}, volume = {5}, journal = {Frontiers in psychology}, publisher = {Frontiers Research Foundation}, address = {Lausanne}, issn = {1664-1078}, doi = {10.3389/fpsyg.2014.01450}, pages = {10}, year = {2014}, abstract = {Theories of decision-making and its neural substrates have long assumed the existence of two distinct and competing valuation systems, variously described as goal-directed vs. habitual, or, more recently and based on statistical arguments, as model-free vs. model-based reinforcement-learning. Though both have been shown to control choices, the cognitive abilities associated with these systems are under ongoing investigation. Here we examine the link to cognitive abilities, and find that individual differences in processing speed covary with a shift from model-free to model-based choice control in the presence of above-average working memory function. This suggests shared cognitive and neural processes; provides a bridge between literatures on intelligence and valuation; and may guide the development of process models of different valuation components. Furthermore, it provides a rationale for individual differences in the tendency to deploy valuation systems, which may be important for understanding the manifold neuropsychiatric diseases associated with malfunctions of valuation.}, language = {en} } @article{LiuKuschpelSchadetal.2015, author = {Liu, Shuyan and Kuschpel, Maxim S. and Schad, Daniel and Heinz, Andreas and Rapp, Michael Armin}, title = {Differential Effects of Music and Video Gaming During Breaks on Auditory and Visual Learning}, series = {Cyberpsychology, behavior and social networking}, volume = {18}, journal = {Cyberpsychology, behavior and social networking}, number = {11}, publisher = {Liebert}, address = {New Rochelle}, issn = {2152-2715}, doi = {10.1089/cyber.2015.0140}, pages = {647 -- 653}, year = {2015}, abstract = {The interruption of learning processes by breaks filled with diverse activities is common in everyday life. This study investigated the effects of active computer gaming and passive relaxation (rest and music) breaks on auditory versus visual memory performance. Young adults were exposed to breaks involving (a) open eyes resting, (b) listening to music, and (c) playing a video game, immediately after memorizing auditory versus visual stimuli. To assess learning performance, words were recalled directly after the break (an 8:30 minute delay) and were recalled and recognized again after 7 days. Based on linear mixed-effects modeling, it was found that playing the Angry Birds video game during a short learning break impaired long-term retrieval in auditory learning but enhanced long-term retrieval in visual learning compared with the music and rest conditions. These differential effects of video games on visual versus auditory learning suggest specific interference of common break activities on learning.}, language = {en} }