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Cognitive training with casual video games: points to consider
Journal article   Open access   Peer reviewed

Cognitive training with casual video games: points to consider

Pauline L Baniqued, Michael B Kranz, Michelle W Voss, Hyunkyu Lee, Joshua D Cosman, Joan Severson and Arthur F Kramer
Frontiers in psychology, Vol.4, pp.1010-1010
2014
DOI: 10.3389/fpsyg.2013.01010
PMCID: PMC3882717
PMID: 24432009
url
https://doi.org/10.3389/fpsyg.2013.01010View
Published (Version of record) Open Access

Abstract

Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory–reasoning group, an adaptive working memory–reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory–reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.
Psychology fluid intelligence working memory reasoning attention casual games transfer of training video games cognitive training

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