| Literature DB >> 28326042 |
Michael B Kranz1, Pauline L Baniqued2, Michelle W Voss3, Hyunkyu Lee4, Arthur F Kramer1.
Abstract
The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research.Entities:
Keywords: casual games; fluid intelligence; reasoning; skill acquisition; working memory
Year: 2017 PMID: 28326042 PMCID: PMC5339312 DOI: 10.3389/fpsyg.2017.00203
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Participant demographics.
| 11 | 12 | |
| 3 | 1 | |
| 2 | 5 | |
| 48 | 46 | |
| Males | 15 | 15 |
| Age | 21.29 (2.20) | 21.17 (2.51) |
| Years of education | 14.93 (1.34) | 14.89 (1.77) |
N, Number of participants. Standard deviation is noted in parentheses.
Figure 1General procedure for the entire casual game project (in blue) and the metrics for the current primary analysis (in red). Note, that the post-testing cognitive assessments were not used since the focus of the current study was on using baseline cognitive abilities to predict casual game performance across time.
Baseline cognitive test measures.
| Reasoning | Matrix reasoning | % accuracy | 78.59 (9.28) | 79.86 (8.48) | |
| Reasoning | Form boards | Total correct | 9.8 (3.93) | 9.6 (4.35) | |
| Reasoning | Paper folding | Total correct | 8.84 (1.97) | 8.19 (2.36) | |
| Reasoning | Spatial relations | Total correct | 12.36 (4.13) | 11.77 (4.34) | |
| Reasoning | Letter sets | Total correct | 12.56 (1.63) | 12.35 (1.78) | |
| Reasoning | Shipley abstract | Total correct | 15.33 (2.27) | 15.81 (2.16) | |
| WM | SPWM | % accuracy | 0.87 (0.07) | 0.88 (0.07) | |
| WM | Nback | % accuracy | 0.86 (0.09) | 0.88 (0.06) | |
| WM | VSTM | % accuracy | 0.81 (0.06) | 0.8 (0.06) | |
| WM | Running span | Total correct | 22.49 (5.57) | 21.79 (5.36) | |
| WM | Symmetry span | Total correct | 18.89 (6.71) | 16.92 (8.76) | |
| Perceptual Speed | Pattern comp | Total correct | 20.74 (3.4) | 21.52 (4) | |
| Perceptual speed | Letter comp | Total correct | 12.42 (2.32) | 13.22 (2.48) | |
| Perceptual speed | Digit symbol coding | Total correct | 90.76 (13.28) | 93.13 (14.07) | |
| Composite | Reasoning | Std average | 0.02 (0.65) | −0.02 (0.72) | |
| Composite | Working memory | Std average | 0 (0.53) | 0 (0.59) | |
| Composite | Perceptual speed | Std average | −0.12 (0.71) | 0.11 (0.86) |
M, Mean; SD, Standard Deviation;
Only 25 participants completed Symmetry Span for the Non-adaptive group since this measure was added halfway through data collection.
Casual game first and final session scores.
| Adaptive | Silversphere | 8.96 (2) | 19.41 (3.24) | |
| Block drop | 16.41 (3.38) | 52.59 (8.42) | ||
| Gude balls | 4.46 (1.19) | 14.76 (2.66) | ||
| Non-adaptive | Two three | 535.38 (186.47) | 1079.32 (225.23) | |
| Digital Switch | 7078.3 (2279.85) | 14410.21 (3782.55) | t(43) = −10.31, p < 0.001 | |
| Sushi Go Round | 2807.5 (1110.53) | 6637.29 (794.25) | t(43) = −16.812, p < 0.001 |
M, Mean; SD, Standard Deviation.
Correlation matrices of composite scores for both groups.
| Reasoning | [0.38,0.76] | [−0.24,0.37] | [0.19,0.79] | [0.4,0.85] | |
| Working memory | 0.62 | [−0.17,0.49] | [0.02,0.65] | [0.4,0.78] | |
| Perceptual speed | 0.06 | 0.15 | [−0.34,0.28] | [−0.21,0.38] | |
| First session CG score | 0.58 | 0.42 | −0.05 | [0.47,0.9] | |
| Final session CG score | 0.72 | 0.62 | 0.09 | 0.79 | |
| Reasoning | [0.21,0.68] | [−0.16,0.41] | [0.45,0.75] | [0.21,0.61] | |
| Working memory | 0.47 | [−0.03,0.61] | [0.24,0.67] | [0.12,0.61] | |
| Perceptual speed | 0.13 | 0.35 | [0.1,0.61] | [0.07,0.6] | |
| First session CG score | 0.62 | 0.49 | 0.39 | [0.45,0.8] | |
| Final session CG score | 0.43 | 0.37 | 0.37 | 0.66 | |
p < 0.001,
p < 0.01,
p < 0.05, uncorrected for multiple comparisons. The upper triangle (for each group) contains the bootstrapped confidence intervals corresponding to the lower triangle of correlation values.
Figure 2Spearman correlation between game performance at each training session and each pre-training baseline measure. Error bars are 95% bootstrapped confidence intervals.
Model summaries predicting casual game scores.
| Cognitive | 0.649 | 0.613 | 0.341 |
| (−0.133) | (−0.171) | (−0.135) | |
| Group | −0.058 | −0.013 | 0.014 |
| (−0.136) | (−0.148) | (−0.167) | |
| Session | −0.011 | −0.005 | −0.004 |
| (−0.085) | (−0.085) | (−0.087) | |
| Cognitive*Group | 0.098 | 0.021 | −0.401 |
| (−0.204) | (−0.26) | (−0.216) | |
| Cognitive*Session | −0.199 | −0.157 | −0.017 |
| (−0.118) | (−0.14) | (−0.101) | |
| Group*Session | 0.004 | 0.006 | 0.024 |
| (−0.122) | (−0.121) | (−0.125) | |
| Cognitive*Group*Session | 0.424 | 0.503 | 0.191 |
| (−0.182) | (−0.213) | (−0.163) | |
| Intercept | 0.019 | −0.002 | −0.039 |
| (−0.095) | (−0.104) | (−0.116) | |
| Log Likelihood | −163.094 | −171.424 | −184.731 |
| Akaike Information Criteria | 346.188 | 362.847 | 389.462 |
| Bayesian Information Criteria | 378.117 | 394.777 | 421.392 |
p < 0.05,
p < 0.01,
p < 0.001, uncorrected for multiple comparisons. The fixed effects values represent the parameter estimates of each model with the corresponding standard error of the mean in parentheses.
Summary of hierarchical regression analyses predicting casual game achievement using working memory and reasoning.
| Step 1: Reasoning | 0.58 [0.18, 0.78] | 0.32 | 0.62 [0.44, 0.73] | 0.37 | ||
| Step 2: WM | 0.1 [–0.23, 0.41] | 0.31 | 0.53 | 0.26 [–0.03, 0.55] | 0.41 | 0.05 |
| Step 1: WM | 0.42 [0.04, 0.64] | 0.16 | 0.49 [0.26, 0.67] | 0.23 | ||
| Step 2: Reasoning | 0.52 [0.13, 0.79] | 0.31 | <0.001 | 0.5 [0.22, 0.71] | 0.41 | <0.001 |
| Step 1: Reasoning | 0.72 [0.41, 0.84] | 0.51 | 0.43 [0.22, 0.62] | 0.17 | ||
| Step 2: WM | 0.29 [0.07, 0.53] | 0.55 | 0.03 | 0.21 [–0.08, 0.53] | 0.18 | 0.17 |
| Step 1: WM | 0.62 [0.42, 0.79] | 0.38 | 0.37 [0.14, 0.6] | 0.12 | ||
| Step 2: Reasoning | 0.54 [0.24, 0.76] | 0.55 | <0.001 | 0.33 [–0.01, 0.54] | 0.18 | 0.04 |
| Step 1: First | 0.79 [0.48, 0.9] | 0.62 | 0.66 [0.47, 0.81] | 0.43 | ||
| Step 2: Reasoning | 0.4 [0.12, 0.72] | 0.72 | <0.001 | 0.03 [–0.22, 0.37] | 0.41 | 0.83 |
| Step 3: WM | 0.23 [0.04, 0.46] | 0.74 | 0.02 | 0.05 [–0.25, 0.3] | 0.4 | 0.72 |
| Step 1: First | 0.79 [0.5, 0.9] | 0.62 | 0.66 [0.45, 0.8] | 0.43 | ||
| Step 2: WM | 0.35 [0.14, 0.65] | 0.71 | <0.001 | 0.05 [–0.22, 0.34] | 0.41 | 0.68 |
| Step 3: Reasoning | 0.26 [0.03, 0.6] | 0.74 | 0.02 | 0.02 [–0.26, 0.32] | 0.4 | 0.9 |
WM, Working Memory; First, first session CG game scores. The p(ΔF) column lists the p-value for the change in the F-statistic between models, uncorrected for multiple comparisons.
Figure 3Multiple regression plots showing the predicted values for first (left) and final (right) session casual game performance for non-adaptive and adaptive group games derived from regression models using WM and reasoning as predictors. R2 = adjusted R2. The shaded area represents the 95% confidence region for each predictor in the model.