AUTHOR=Valls-Serrano Carlos , De Francisco Cristina , Vélez-Coto María , Caracuel Alfonso TITLE=Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends JOURNAL=Frontiers in Human Neuroscience VOLUME=Volume 16 - 2022 YEAR=2022 URL=https://www.frontiersin.org/journals/human-neuroscience/articles/10.3389/fnhum.2022.933331 DOI=10.3389/fnhum.2022.933331 ISSN=1662-5161 ABSTRACT=Video games have been postulated as an emerging field for studying the cognition-expertise relationship. Despite this, some methodological practices hinder scientific advance (e.g., heterogeneous samples, an ambiguous definition of expertise, etc.). League of Legends is a massively played video game with a well-established structure that meets the requirements to overcome current study limitations. The aim of this study was to analyze cognitive differences among expert LOL players, regular LOL players, and non-players. A sample of 80 participants was enrolled in three different groups of expertise. Participants were evaluated with behavioral tests of working memory, attention, cognitive flexibility, and inhibition. Kruskal-Wallis tests for group comparison showed that the experts performed significantly better than regular players and non-players in the working memory test. Significant differences were also found between players and non-players in the attention test. Methodological implications for future research in neuroscience and human-computer interaction are discussed.