Adam Toth

Dr. Adam Toth

orcid

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
16 June 2021 in JMIR Serious Games
Verified
Journal Article
Open access
MKMagdalena Kowal
Magdalena Kowal
ECEoin Conroy
Eoin Conroy
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
TSTim Smithies
Tim Smithies
ATAdam Toth
Adam Toth
Mark CampbellMark Campbell
Mark Campbell
Globally, depression and anxiety are the two most prevalent mental health disorders. They occur both acutely and chronically, with various symptoms commonly expressed subclinically. The treatment gap and stigma associated with such mental health disorders are common issues encountered worldwide. Given the economic and health care service burden of mental illnesses, there is a heightened demand for accessible and cost-effective methods that prevent occurrence of mental health illnesses and facilitate coping with mental health illnesses. This demand has been exacerbated post the advent of the COVID-19 pandemic and the subsequent increase in incidence of mental health disorders. To address these demands, a growing body of research is exploring alternative solutions to traditional mental health treatment methods. Commercial video games have been shown to impart cognitive benefits to those playing regularly (ie, attention control, cognitive flexibility, and information processing). In this paper, we specifically focus on the mental health benefits associated with playing commercial video games to address symptoms of depression and anxiety. In light of the current research, we conclude that commercial video games show great promise as inexpensive, readily accessible, internationally available, effective, and stigma-free resources for the mitigation of some mental health issues in the absence of, or in addition to, traditional therapeutic treatments.

1 May 2020 in Psychology of Sport and Exercise
Verified
Journal Article
Closed access
ATAdam Toth
Adam Toth
EMEoghan McNeill
Eoghan McNeill
KHKevin Hayes
Kevin Hayes
AMAidan P. Moran
Aidan P. Moran
MCMark Campbell
Mark Campbell

1 January 2018
Verified
Book Chapter
Closed access
Mark CampbellMark Campbell
Mark Campbell
ATAdam Toth
Adam Toth
AMAidan P. Moran
Aidan P. Moran
MKMagdalena Kowal
Magdalena Kowal
CEChris Exton
Chris Exton

1 November 2018 in Computers in Human Behavior
Verified
Journal Article
Closed access
MKMagdalena Kowal
Magdalena Kowal
ATAdam Toth
Adam Toth
CEChris Exton
Chris Exton
Mark CampbellMark Campbell
Mark Campbell

15 November 2020 in Brain Sciences
Verified
Journal Article
Open access
PDF file
ATAdam Toth
Adam Toth
Niall RamsbottomNiall Ramsbottom
Niall Ramsbottom
MKMagdalena Kowal
Magdalena Kowal
Mark CampbellMark Campbell
Mark Campbell
(1) Background: Research into action video games (AVG) has surged with the popularity of esports over the past three decades. Specifically, evidence is mounting regarding the importance of enhanced cognitive abilities for successful esports performance. However, due to the sedentary nature in which AVGs are played, concerns are growing with the increased engagement young adults have with AVGs. While evidence exists supporting the benefits of exercise for cognition generally in older adult, children and clinical populations, little to no work has synthesized the existing knowledge regarding the effect of exercise specifically on the cognitive abilities required for optimal esports performance in young adults. (2) Method: We conducted a dual-systematic review to identify the cognitive abilities integral to esports performance (Phase 1) and the efficacy of exercise to enhance said cognitive abilities (Phase 2). (3) Results: We demonstrate the importance of four specific cognitive abilities for AVG play (attention, task-switching, information processing, and memory abilities) and the effect that different types and durations of physical exercise has on each. (4) Conclusion: Together, these results highlight the role that exercise can have on not only combating the sedentary nature of gaming, but also its potential role in facilitating the cognitive aspects of gaming performance.

20 December 2019 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
ATAdam Toth
Adam Toth
MKMagdalena Kowal
Magdalena Kowal
Mark CampbellMark Campbell
Mark Campbell
This study set out for the first time to identify whether gamers of low, intermediate, and elite skill level in a prominent esports game, Counter-Strike: Global Offensive, demonstrated increasingly superior performance on a test of a specific cognitive skill (cognitive inhibition). Here we tested low, intermediate, and high ranked gamers and compared their performance on a color-word Stroop Task and also compared the performance of players in each gaming rank group to non-gamers. Contrary to our hypothesis, the Stroop Task did not differentiate significantly gamers of varying expertise. Although, we found that when considering both accuracy and response times, elite gamers performed significantly better than both intermediate and low ranked gamers on the simple choice reaction time condition and both elite and novice gamers performed significantly better than intermediate ranked gamers on the incongruent condition (a measure of cognitive inhibitory ability).