使用可变优先级训练来检查电子游戏相关的认知增益。

Shenghao Zhang, William C M Grenhart, John F Sprufera, Anne Collins McLaughlin, Jason C Allaire
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引用次数: 0

摘要

目的:确定与电子游戏相关的认知功能增益相关的机制。方法:79名老年人(平均年龄72.72岁,SD = 7.16)参加了前测后测干预研究。开发了一款需要四种认知能力的电子游戏。游戏有两种模式:(1)可变优先级训练(VPT)和(2)单一优先级训练(SPT)。在测试前,参与者完成了一系列认知任务,并被随机分配到VPT模式(n = 42)或SPT模式(n = 37),平均进行15.94次(SD = 2.15)小时的游戏。培训结束后一周内进行后测。结果:游戏模式(VPT/SPT)相互作用的时间(前测/后测)采用多元重复测量方差分析(Multivariate Repeated Measure anova)进行检验。未观察到显著的多变量训练效应。讨论:研究结果表明,VPT可能不是导致视频游戏相关认知能力提高的潜在机制。我们的研究结果也对玩电子游戏是否能提高老年人的认知能力提出了质疑。
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Using Variable Priority Training to Examine Video Game-Related Gains in Cognition.

Objectives: Identify mechanisms associated with video-game-related gains in cognitive functioning.

Method: Seventy-nine older adults (Mean age = 72.72, SD = 7.16) participated in a pretest-posttest intervention study. A video game that required four cognitive abilities was developed. The game had two modes: (1) variable priority training (VPT) and (2) single priority training (SPT). After a pretest session, participants completed a battery of cognitive tasks and 'were randomly assigned to either the VPT (n = 42) or the SPT mode (n = 37) for an average of 15.94 (SD = 2.15) one-hour game play sessions. Post-testing was administrated within one week after completion of training.

Results: Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed.

Discussion: Results suggest that VPT may not be the underlying mechanism responsible for video-game-related gains in cognition. Our results also cast doubts on whether playing video games could lead to cognitive enhancements in older adults.

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