Video games, cognitive exercises, and the enhancement of cognitive abilities

Video games, cognitive exercises, and the enhancement of cognitive abilities
复制标题

DOI:
10.1016/j.cobeha.2015.06.002
复制
发表时间:
2015-08-01
影响因子:
5
通讯作者:
Gazzaley, Adam
Gazzaley, Adam
中科院分区:
心理学2区
文献类型:
--
作者:
Anguera, Joaquin A.;Gazzaley, Adam

文献摘要

被引文献

相似文献

在这篇综述中,我们通过不同类型的互动数字媒体探索认知训练的新兴领域:主要为娱乐而设计的媒体(视频游戏)和以增强认知为目的的媒体(认知练习)。在这里,我们考虑了与每个工具相关的特定设计因素(例如,乐趣、动机、适应机制)和研究本身(例如,参与者期望、剂量效应)如何影响认知增强效果。最后,我们描述了随着这一领域的成熟,如何开发利用每种类型的交互式数字媒体的优势的混合干预措施。
In this review we explore the emerging field of cognitive training via distinct types of interactive digital media: those designed primarily for entertainment ('video games') and those created for the purpose of cognitive enhancement ('cognitive exercises'). Here we consider how specific design factors associated with each tool (e. g., fun, motivation, adaptive mechanics) and the study itself (e. g., participant expectancy, dose effects) can influence cognitive enhancement effects. We finally describe how the development of hybrid interventions that capitalize on strengths of each type of interactive digital media are anticipated to emerge as this field matures.