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:
Journal of cognitive enhancement : towards the integration of theory and practice
影响因子:
--
通讯作者:
Allaire JC
Allaire JC
中科院分区:
其他
文献类型:
--
作者:
Zhang S;Grenhart WCM;Sprufera JF;McLaughlin AC;Allaire JC

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识别与视频游戏相关的认知功能增益相关的机制。79名老年人(平均年龄= 72.72,SD = 7.16)参加了一项前测后测干预研究。一个需要四种认知能力的视频游戏被开发出来。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)。在预测试阶段之后,参与者完成了一系列认知任务,并被随机分配到VPT(n = 42)或SPT模式(n = 37),平均15.94(SD = 2.15)小时的游戏时间。培训结束后一周内进行后测。时间(前测/后测)游戏模式(VPT/SPT)的相互作用进行了检查,使用多变量重复测量方差分析。未观察到显著的多变量训练效应。结果表明,VPT可能不是负责视频游戏相关的认知增益的潜在机制。我们的研究结果也对玩电子游戏是否会导致老年人认知能力的增强提出了质疑。
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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