| Literature DB >> 29540959 |
Alex Lau-Zhu1,2, Emily A Holmes1,3, Sally Butterfield1, Joni Holmes1.
Abstract
Recent experimental and clinical research has suggested that Tetris game play can disrupt maladaptive forms of mental imagery because Tetris competes for limited cognitive resources within visuospatial working memory (WM) that contribute to imagery. Whether or not Tetris performance is selectively associated with visuospatial WM remains to be tested. In this study, young adults (N = 46) completed six standardized measures indexing verbal and non-verbal reasoning, verbal and visuospatial short-term memory, and verbal and visuospatial WM. They also played Tetris. Consistent with the hypothesis that visuospatial WM resources support Tetris game play, there was a significant moderate positive relationship between Tetris scores and visuospatial WM performance but no association with other cognitive ability measures. Findings suggest that Tetris game play involves both storage and processing resources within visuospatial WM. These preliminary results can inform interventions involving computer games to disrupt the development of maladaptive visual imagery, for example, intrusive memories of trauma.Entities:
Year: 2017 PMID: 29540959 PMCID: PMC5836929 DOI: 10.1002/acp.3339
Source DB: PubMed Journal: Appl Cogn Psychol ISSN: 0888-4080
Figure 1Screenshots of a single trial at a span level of two in the Mr X task (indexing visuospatial working memory) in sequence.
Descriptive statistics for all cognitive measures
| Cognitive measure |
|
| Range |
|---|---|---|---|
| General reasoning | |||
| PPVT | 100.41 | 11.32 | 82–130 |
| WASI Matrix | 43.93 | 8.99 | 20–59 |
| STM and WM | |||
| Digit Recall | 95.90 | 10.24 | 74–126 |
| Dot Matrix | 97.46 | 16.94 | 70–138 |
| Backward Digit Recall | 98.75 | 12.08 | 73–126 |
| Mr X | 94.25 | 17.10 | 67–132 |
| Tetris Game Play | |||
| Total score | 65.32 | 28.72 | 20.59–139.18 |
Note: PPVT = Peabody Picture Vocabulary Test; WAIS = Wechsler Adult Intelligence Scale; STM = short‐term memory; WM = working memory;
Scores were square root transformed.
Zero‐order correlations between measures of general reasoning, WM and Tetris game play score (N = 46)
| Cognitive measure | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| General reasoning | ||||||
| 1. PPVT | — | |||||
| 2. WAIS Matrix | .51 | — | ||||
| STM and WM | ||||||
| 3. Digit Recall | −.02 | −.05 | — | |||
| 4. Dot Matrix | −.13 | .21 | .16 | — | ||
| 5. Backwards Digit recall | .14 | .34 | .44 | .36 | — | |
| 6. Mr X | .30 | .26 | .26 | .29 | .28 | — |
| Tetris Game Play | ||||||
| 7. Total score | .16 | .21 | −.07 | .13 | .07 | .33 |
Note: PPVT = Peabody Picture Vocabulary Test; WAIS = Wechsler Adult Intelligence Scale; STM = Short‐term memory; WM = Working memory;
Scores were square root transformed;
p ≤ .05.
p ≤ .01.
Figure 2Scatterplot depicting the correlation between performance on Mr X and Tetris game play scores (r = .33, p = .028); Tetris game play scores were square root transformed; and standard performance scores were derived for Mr X (M = 100, SD = 15)
Exploratory factor analysis with measures of general reasoning, WM and Tetris game play scores (N = 46)
| Descriptors | Factor | ||
|---|---|---|---|
| 1 | 2 | 3 | |
| General reasoning | Verbal WM | Visuospatial WM | |
| PPVT |
| ||
| WAIS matrix |
| ||
| Digit recall |
| ||
| Backwards digit recall |
| ||
| Dot matrix | 0.422 |
| |
| Mr X | 0.335 | 0.306 |
|
| Tetris game play score |
| ||
Note: Loadings are shown for three Varimax‐rotated factors and with loadings >.50 in bold; PPVT = Peabody Picture Vocabulary Test; WAIS = Wechsler Adult Intelligence Scale;
Scores were square root transformed.