Shenghao Zhang, William C M Grenhart, John F Sprufera, Anne Collins McLaughlin, Jason C Allaire
{"title":"使用可变优先级训练来检查电子游戏相关的认知增益。","authors":"Shenghao Zhang, William C M Grenhart, John F Sprufera, Anne Collins McLaughlin, Jason C Allaire","doi":"10.1007/s41465-019-00148-1","DOIUrl":null,"url":null,"abstract":"<p><strong>Objectives: </strong>Identify mechanisms associated with video-game-related gains in cognitive functioning.</p><p><strong>Method: </strong>Seventy-nine older adults (Mean age = 72.72, <i>SD</i> = 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 (<i>n</i> = 42) or the SPT mode (<i>n</i> = 37) for an average of 15.94 (<i>SD</i> = 2.15) one-hour game play sessions. Post-testing was administrated within one week after completion of training.</p><p><strong>Results: </strong>Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed.</p><p><strong>Discussion: </strong>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.</p>","PeriodicalId":73678,"journal":{"name":"Journal of cognitive enhancement : towards the integration of theory and practice","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2020-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1007/s41465-019-00148-1","citationCount":"0","resultStr":"{\"title\":\"Using Variable Priority Training to Examine Video Game-Related Gains in Cognition.\",\"authors\":\"Shenghao Zhang, William C M Grenhart, John F Sprufera, Anne Collins McLaughlin, Jason C Allaire\",\"doi\":\"10.1007/s41465-019-00148-1\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objectives: </strong>Identify mechanisms associated with video-game-related gains in cognitive functioning.</p><p><strong>Method: </strong>Seventy-nine older adults (Mean age = 72.72, <i>SD</i> = 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 (<i>n</i> = 42) or the SPT mode (<i>n</i> = 37) for an average of 15.94 (<i>SD</i> = 2.15) one-hour game play sessions. Post-testing was administrated within one week after completion of training.</p><p><strong>Results: </strong>Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed.</p><p><strong>Discussion: </strong>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.</p>\",\"PeriodicalId\":73678,\"journal\":{\"name\":\"Journal of cognitive enhancement : towards the integration of theory and practice\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2020-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1007/s41465-019-00148-1\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of cognitive enhancement : towards the integration of theory and practice\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1007/s41465-019-00148-1\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2019/8/28 0:00:00\",\"PubModel\":\"Epub\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of cognitive enhancement : towards the integration of theory and practice","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1007/s41465-019-00148-1","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2019/8/28 0:00:00","PubModel":"Epub","JCR":"","JCRName":"","Score":null,"Total":0}
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.