Using Variable Priority Training to Examine Video Game-Related Gains in Cognition.
Using Variable Priority Training to Examine Video Game-Related Gains in Cognition.
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DOI:
10.1007/s41465-019-00148-1
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发表时间:
2020-09
期刊:
影响因子:
--
通讯作者:
Allaire JC
中科院分区:
文献类型:
--
作者:
Zhang S;Grenhart WCM;Sprufera JF;McLaughlin AC;Allaire JC
Identify mechanisms associated with video-game-related gains in cognitive functioning. 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. Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed. 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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