| Literature DB >> 29792294 |
Wouter J Boendermaker1,2, Thomas E Gladwin3, Margot Peeters1,2, Pier J M Prins1, Reinout W Wiers1.
Abstract
BACKGROUND: Working memory capacity has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of working memory capacity can lead to significant behavioral improvements, but it is usually long and tedious, taxing participants' motivation to train.Entities:
Keywords: cognitive function; memory; motivation; video games
Year: 2018 PMID: 29792294 PMCID: PMC5990857 DOI: 10.2196/games.8364
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1The City Builder game. Left pane: the game screen; Right pane: the working memory capacity (WMC) training task is presented overlaying the game screen. During instructions, the game is shown in the background (as pictured); when the trials start, the background blacks out entirely.
Procedure during training sessions.
| Version of working memory capacity training | Standard | Placebo | Gamified |
| Training block 1 (9 min) | 20 trials | 25 trials | 20 trials |
| Break 1 (3 min) | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, enjoy break in silence |
| Training block 2 (9 min) | 20 trials | 25 trials | 20 trials |
| Break 2 (3 min) | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, enjoy break in silence |
| Optional extra training block (5 min)b | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, or enjoy break in silence | Continue training, read magazine, or enjoy break in silence |
aDuring the first session, participants in the gamified working memory capacity training condition always started the first break with a 1-min introduction to the game.
bDuring the last session, the second break lasted for 8 min, and the extra training block was omitted, as there was no next session to spend the bonus points in.
Training outcomes by group.
| Measure | Standard | Placebo | Gamified | Total |
| SOPTa sum score pretraining, mean (SD) | 55.4 (4.5) | 55.1 (4.8) | 56.2 (4.5) | 55.6 (4.6) |
| SOPT sum score posttraining, mean (SD) | 57.4 (5.3) | 57.3 (4.3) | 55.9 (4.8) | 56.8 (4.9) |
| TLFBb sum score pretraining, mean (SD) | 0.3 (0.6) | 0.2 (0.5) | 0.1 (0.2) | 0.2 (0.5) |
| TLFB sum score posttraining, mean (SD) | 0.3 (0.7) | 0.1 (0.2) | 0.0 (0.2) | 0.1 (0.4) |
aSOPT: Self-Ordered Pointing Task.
bTLFB: Timeline Followback; shows the number of standardized drinks during the week before the assessment.
Motivations by group.
| Measure | Standard | Placebo | Gamified | Total | ||
| How much fun was the training? (mean [SD])a | 3.7 (0.7) | 3.2 (0.9) | 3.1 (0.7) | 3.3 (0.8) | .006b,c | |
| Would you like to have the training at home? (yes; absolute [%]) | 2 (7) | 0 (0) | 5 (17) | 7 (9) | .10 | |
| How often would you train at home? (mean [SD])d | 1.4 (0.7) | 1.3 (0.5) | 1.7 (0.8) | 1.5 (0.7) | .13b | |
| How much were you looking forward to this task (the SOPT)? (mean [SD]e,f) | 1.3 (1.8) | 1.0 (0.8) | −0.6 (1.2) | 0.4 (1.6) | .003c | |
| How much did you like this task (the SOPT)? (mean [SD]e,f) | 1.1 (1.8) | 0.5 (1.1) | −0.1 (1.8) | 0.4 (1.7) | .21 | |
| Number of training sessions completed (mean [SD]) | 8.8 (1.1) | 8.4 (1.1) | 9.1 (0.8) | 8.8 (1.0) | .04g | |
a5-point Likert scale from 1 (a lot of fun) to 5 (very boring).
bNonparametric Kruskal-Wallis test was applied due to violation of normality.
cP<.01.
d5-point Likert scale from 1 (never) to 5 (very often).
eMean (SD) of change score. Change score is defined as the difference between the pre- and posttraining assessment scores.
f10-point grade from 1 (low) to 10 (high).
gP<.05.
Figure 2Average number of bonus trials per session. Error bars indicate 95% CI.
Average number of bonus trials per session.
| Session | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Placebo, mean (SD) | 34.8 (19.2) | 14.7 (17.8) | 0.2 (0.4) | 1.0 (3.2) | 0.4 (1.1) | 0.5 (1.9) | 0.1 (0.2) | 0.1 (0.3) | 0.2 (0.8) | 0.0 (0.0) |
| Standard, mean (SD) | 23.2 (11.8) | 10.7 (11.1) | 7.3 (8.4) | 2.9 (6.6) | 2.0 (7.0) | 0.8 (3.8) | 0.9 (3.9) | 0.4 (1.4) | 0.6 (2.5) | 1.3 (3.4) |
| Gamified, mean (SD) | 16.5 (9.8) | 13.0 (10.0) | 9.2 (9.9) | 5.6 (8.5) | 4.9 (7.5) | 3.2 (6.5) | 2.0 (5.8) | 1.5 (5.7) | 1.8 (4.7) | 1.6 (4.7) |
Error percentages on specific squares.
| Measure | Standard | Placebo | Gamified | Total | ||
| Error percentage on squares directly following the alcohol picture | 24.2 (5.8) | 5.8 (3.8) | 24.7 (4.8) | 19.1 (9.8) | <.001a,b | |
| Error percentage on squares not directly following the alcohol picture | 24.3 (5.9) | 6.8 (4.3) | 24.2 (5.2) | 19.3 (9.5) | <.001a,b | |
| Ratio of errors directly following the alcohol picture over those that do not | 1.00 (0.08) | 0.85 (0.13) | 1.03 (0.09) | 0.97 (0.12) | <.001a,b | |
| Error percentage on squares directly following the alcohol picture | 24.2 (5.8) | 24.7 (4.8) | 24.5 (5.2) | .33a | ||
| Error percentage on squares not directly following the alcohol picture | 24.3 (5.9) | 24.2 (5.2) | 24.2 (5.5) | .66a | ||
| Ratio of errors directly following the alcohol picture over those that do not | 100.3 (8.2) | 103.0 (8.7) | 101.6 (8.5) | .22 | ||
| Average sequence lengthc | 5.5 (0.8) | 5.6 (0.7) | 5.5 (0.7) | .41 | ||
aNonparametric Kruskal-Wallis test, which was applied due to violation of normality.
bP<.001.
cThe average number of squares shown per trial.