Literature DB >> 23246789

Selling points: What cognitive abilities are tapped by casual video games?

Pauline L Baniqued1, Hyunkyu Lee, Michelle W Voss, Chandramallika Basak, Joshua D Cosman, Shanna Desouza, Joan Severson, Timothy A Salthouse, Arthur F Kramer.   

Abstract

The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to "train the brain." However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.
Copyright © 2012 Elsevier B.V. All rights reserved.

Entities:  

Mesh:

Year:  2012        PMID: 23246789      PMCID: PMC3679476          DOI: 10.1016/j.actpsy.2012.11.009

Source DB:  PubMed          Journal:  Acta Psychol (Amst)        ISSN: 0001-6918


  47 in total

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4.  Why is working memory related to fluid intelligence?

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5.  Applied cognitive task analysis (ACTA): a practitioner's toolkit for understanding cognitive task demands.

Authors:  L G Militello; R J Hutton
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6.  Training the elderly on the ability factors of spatial orientation and inductive reasoning.

Authors:  S L Willis; K W Schaie
Journal:  Psychol Aging       Date:  1986-09

7.  Cognitive ability: does working memory training enhance intelligence?

Authors:  Andrew R A Conway; Sarah J Getz
Journal:  Curr Biol       Date:  2010-04-27       Impact factor: 10.834

8.  Speed and knowledge as determinants of adult age differences in verbal tasks.

Authors:  T A Salthouse
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9.  Working-memory training in younger and older adults: training gains, transfer, and maintenance.

Authors:  Yvonne Brehmer; Helena Westerberg; Lars Bäckman
Journal:  Front Hum Neurosci       Date:  2012-03-27       Impact factor: 3.169

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Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
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  28 in total

1.  Brain network modularity predicts cognitive training-related gains in young adults.

Authors:  Pauline L Baniqued; Courtney L Gallen; Michael B Kranz; Arthur F Kramer; Mark D'Esposito
Journal:  Neuropsychologia       Date:  2019-05-25       Impact factor: 3.139

2.  Can Video Gameplay Improve Undergraduates' Problem-Solving Skills?

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Journal:  Int J Game Based Learn       Date:  2020

Review 3.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

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4.  Relating hippocampus to relational memory processing across domains and delays.

Authors:  Jim M Monti; Gillian E Cooke; Patrick D Watson; Michelle W Voss; Arthur F Kramer; Neal J Cohen
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5.  Detecting Mild Cognitive Impairment via Digital Biomarkers of Cognitive Performance Found in Klondike Solitaire: A Machine-Learning Study.

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Journal:  Digit Biomark       Date:  2021-02-19

6.  Williams syndrome: a surprising deficit in oromotor praxis in a population with proficient language production.

Authors:  Saloni Krishnan; Lina Bergström; Katherine J Alcock; Frederic Dick; Annette Karmiloff-Smith
Journal:  Neuropsychologia       Date:  2014-11-27       Impact factor: 3.139

7.  Multi-domain training in healthy old age: Hotel Plastisse as an iPad-based serious game to systematically compare multi-domain and single-domain training.

Authors:  Julia C Binder; Jacqueline Zöllig; Anne Eschen; Susan Mérillat; Christina Röcke; Sarah F Schoch; Lutz Jäncke; Mike Martin
Journal:  Front Aging Neurosci       Date:  2015-07-23       Impact factor: 5.750

8.  Educational games for brain health: revealing their unexplored potential through a neurocognitive approach.

Authors:  Patrick Fissler; Iris-Tatjana Kolassa; Claudia Schrader
Journal:  Front Psychol       Date:  2015-07-24

9.  Cognitive training with casual video games: points to consider.

Authors:  Pauline L Baniqued; Michael B Kranz; Michelle W Voss; Hyunkyu Lee; Joshua D Cosman; Joan Severson; Arthur F Kramer
Journal:  Front Psychol       Date:  2014-01-07

10.  Improved control of exogenous attention in action video game players.

Authors:  Matthew S Cain; William Prinzmetal; Arthur P Shimamura; Ayelet N Landau
Journal:  Front Psychol       Date:  2014-02-10
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