Selling points: What cognitive abilities are tapped by casual video games?
The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inc...
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creator | Baniqued, Pauline L. Lee, Hyunkyu Voss, Michelle W. Basak, Chandramallika Cosman, Joshua D. DeSouza, Shanna Severson, Joan Salthouse, Timothy A. Kramer, Arthur F. |
description | The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.
► We examined the degree to which casual video games tap certain cognitive abilities. ► Participants played 20 casual games and performed several cognitive tasks. ► SEM-based analysis confirmed the relationships between game and task performance. ► Fluid intelligence best predicted performance on working memory and reasoning games. ► These results inform design and evaluation of transfer in training paradigms. |
doi_str_mv | 10.1016/j.actpsy.2012.11.009 |
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► We examined the degree to which casual video games tap certain cognitive abilities. ► Participants played 20 casual games and performed several cognitive tasks. ► SEM-based analysis confirmed the relationships between game and task performance. ► Fluid intelligence best predicted performance on working memory and reasoning games. ► These results inform design and evaluation of transfer in training paradigms.</description><identifier>ISSN: 0001-6918</identifier><identifier>EISSN: 1873-6297</identifier><identifier>DOI: 10.1016/j.actpsy.2012.11.009</identifier><identifier>PMID: 23246789</identifier><identifier>CODEN: APSOAZ</identifier><language>eng</language><publisher>Kidlington: Elsevier B.V</publisher><subject>Adolescent ; Adult ; Biological and medical sciences ; Casual games ; Cognition - physiology ; Cognition. Intelligence ; Cognitive training ; Female ; Fluid intelligence ; Fundamental and applied biological sciences. Psychology ; Human ; Humans ; Intellectual and cognitive abilities ; Intelligence ; Learning. Memory ; Male ; Memory ; Memory, Short-Term ; Problem Solving ; Psychology. Psychoanalysis. Psychiatry ; Psychology. Psychophysiology ; Reasoning ; Task Performance and Analysis ; Transfer (Psychology) ; Video games ; Video Games - psychology ; Working memory ; Young Adult</subject><ispartof>Acta psychologica, 2013-01, Vol.142 (1), p.74-86</ispartof><rights>2012 Elsevier B.V.</rights><rights>2015 INIST-CNRS</rights><rights>Copyright © 2012 Elsevier B.V. All rights reserved.</rights><rights>2012 Elsevier B.V. All rights reserved. 2012</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c526t-6001e976261a8db8bc45244eab3f25453f9f1b8edd1cf0d66c296c9b3f5a91493</citedby><cites>FETCH-LOGICAL-c526t-6001e976261a8db8bc45244eab3f25453f9f1b8edd1cf0d66c296c9b3f5a91493</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.sciencedirect.com/science/article/pii/S0001691812001916$$EHTML$$P50$$Gelsevier$$H</linktohtml><link.rule.ids>230,314,776,780,881,3537,27901,27902,65306</link.rule.ids><backlink>$$Uhttp://pascal-francis.inist.fr/vibad/index.php?action=getRecordDetail&idt=26830652$$DView record in Pascal Francis$$Hfree_for_read</backlink><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/23246789$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Baniqued, Pauline L.</creatorcontrib><creatorcontrib>Lee, Hyunkyu</creatorcontrib><creatorcontrib>Voss, Michelle W.</creatorcontrib><creatorcontrib>Basak, Chandramallika</creatorcontrib><creatorcontrib>Cosman, Joshua D.</creatorcontrib><creatorcontrib>DeSouza, Shanna</creatorcontrib><creatorcontrib>Severson, Joan</creatorcontrib><creatorcontrib>Salthouse, Timothy A.</creatorcontrib><creatorcontrib>Kramer, Arthur F.</creatorcontrib><title>Selling points: What cognitive abilities are tapped by casual video games?</title><title>Acta psychologica</title><addtitle>Acta Psychol (Amst)</addtitle><description>The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.
► We examined the degree to which casual video games tap certain cognitive abilities. ► Participants played 20 casual games and performed several cognitive tasks. ► SEM-based analysis confirmed the relationships between game and task performance. ► Fluid intelligence best predicted performance on working memory and reasoning games. ► These results inform design and evaluation of transfer in training paradigms.</description><subject>Adolescent</subject><subject>Adult</subject><subject>Biological and medical sciences</subject><subject>Casual games</subject><subject>Cognition - physiology</subject><subject>Cognition. Intelligence</subject><subject>Cognitive training</subject><subject>Female</subject><subject>Fluid intelligence</subject><subject>Fundamental and applied biological sciences. Psychology</subject><subject>Human</subject><subject>Humans</subject><subject>Intellectual and cognitive abilities</subject><subject>Intelligence</subject><subject>Learning. Memory</subject><subject>Male</subject><subject>Memory</subject><subject>Memory, Short-Term</subject><subject>Problem Solving</subject><subject>Psychology. Psychoanalysis. Psychiatry</subject><subject>Psychology. Psychophysiology</subject><subject>Reasoning</subject><subject>Task Performance and Analysis</subject><subject>Transfer (Psychology)</subject><subject>Video games</subject><subject>Video Games - psychology</subject><subject>Working memory</subject><subject>Young Adult</subject><issn>0001-6918</issn><issn>1873-6297</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2013</creationdate><recordtype>article</recordtype><sourceid>EIF</sourceid><recordid>eNqFkU9v1DAQxS0EokvhGyDkCxKXBI_jODEHKlTxV5U4AOJoTezJ1qtsEuzsSvvtcdmlhQucbGt-8_T8HmNPQZQgQL_clOiWOR1KKUCWAKUQ5h5bQdtUhZamuc9WQggotIH2jD1KaZOfCgw8ZGeykko3rVmxT19oGMK45vMUxiW94t-vceFuWo9hCXvi2IUh3yhxjMQXnGfyvDtwh2mHA98HTxNf45bSxWP2oMch0ZPTec6-vXv79fJDcfX5_cfLN1eFq6VeCp1NkWm01ICt79rOqVoqRdhVvaxVXfWmh64l78H1wmvtpNHO5GmNBpSpztnro-6867bkHY1LxMHOMWwxHuyEwf49GcO1XU97W-nGqEZngRcngTj92FFa7DYkl3PAkaZdslBBndFWif-jsqmUAfkLVUfUxSmlSP2tIxD2pjG7scfG7E1jFsDmxvLasz9_c7v0u6IMPD8BmBwOfcTRhXTH6bYSupZ3sVDOfh8o2uQCjY58iOQW66fwbyc_ARvOtqk</recordid><startdate>20130101</startdate><enddate>20130101</enddate><creator>Baniqued, Pauline L.</creator><creator>Lee, Hyunkyu</creator><creator>Voss, Michelle W.</creator><creator>Basak, Chandramallika</creator><creator>Cosman, Joshua D.</creator><creator>DeSouza, Shanna</creator><creator>Severson, Joan</creator><creator>Salthouse, Timothy A.</creator><creator>Kramer, Arthur F.</creator><general>Elsevier B.V</general><general>Elsevier</general><scope>IQODW</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>7TK</scope><scope>5PM</scope></search><sort><creationdate>20130101</creationdate><title>Selling points: What cognitive abilities are tapped by casual video games?</title><author>Baniqued, Pauline L. ; Lee, Hyunkyu ; Voss, Michelle W. ; Basak, Chandramallika ; Cosman, Joshua D. ; DeSouza, Shanna ; Severson, Joan ; Salthouse, Timothy A. ; Kramer, Arthur F.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c526t-6001e976261a8db8bc45244eab3f25453f9f1b8edd1cf0d66c296c9b3f5a91493</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2013</creationdate><topic>Adolescent</topic><topic>Adult</topic><topic>Biological and medical sciences</topic><topic>Casual games</topic><topic>Cognition - physiology</topic><topic>Cognition. Intelligence</topic><topic>Cognitive training</topic><topic>Female</topic><topic>Fluid intelligence</topic><topic>Fundamental and applied biological sciences. Psychology</topic><topic>Human</topic><topic>Humans</topic><topic>Intellectual and cognitive abilities</topic><topic>Intelligence</topic><topic>Learning. Memory</topic><topic>Male</topic><topic>Memory</topic><topic>Memory, Short-Term</topic><topic>Problem Solving</topic><topic>Psychology. Psychoanalysis. Psychiatry</topic><topic>Psychology. Psychophysiology</topic><topic>Reasoning</topic><topic>Task Performance and Analysis</topic><topic>Transfer (Psychology)</topic><topic>Video games</topic><topic>Video Games - psychology</topic><topic>Working memory</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Baniqued, Pauline L.</creatorcontrib><creatorcontrib>Lee, Hyunkyu</creatorcontrib><creatorcontrib>Voss, Michelle W.</creatorcontrib><creatorcontrib>Basak, Chandramallika</creatorcontrib><creatorcontrib>Cosman, Joshua D.</creatorcontrib><creatorcontrib>DeSouza, Shanna</creatorcontrib><creatorcontrib>Severson, Joan</creatorcontrib><creatorcontrib>Salthouse, Timothy A.</creatorcontrib><creatorcontrib>Kramer, Arthur F.</creatorcontrib><collection>Pascal-Francis</collection><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>Neurosciences Abstracts</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Acta psychologica</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Baniqued, Pauline L.</au><au>Lee, Hyunkyu</au><au>Voss, Michelle W.</au><au>Basak, Chandramallika</au><au>Cosman, Joshua D.</au><au>DeSouza, Shanna</au><au>Severson, Joan</au><au>Salthouse, Timothy A.</au><au>Kramer, Arthur F.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Selling points: What cognitive abilities are tapped by casual video games?</atitle><jtitle>Acta psychologica</jtitle><addtitle>Acta Psychol (Amst)</addtitle><date>2013-01-01</date><risdate>2013</risdate><volume>142</volume><issue>1</issue><spage>74</spage><epage>86</epage><pages>74-86</pages><issn>0001-6918</issn><eissn>1873-6297</eissn><coden>APSOAZ</coden><abstract>The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program.
► We examined the degree to which casual video games tap certain cognitive abilities. ► Participants played 20 casual games and performed several cognitive tasks. ► SEM-based analysis confirmed the relationships between game and task performance. ► Fluid intelligence best predicted performance on working memory and reasoning games. ► These results inform design and evaluation of transfer in training paradigms.</abstract><cop>Kidlington</cop><pub>Elsevier B.V</pub><pmid>23246789</pmid><doi>10.1016/j.actpsy.2012.11.009</doi><tpages>13</tpages><oa>free_for_read</oa></addata></record> |
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subjects | Adolescent Adult Biological and medical sciences Casual games Cognition - physiology Cognition. Intelligence Cognitive training Female Fluid intelligence Fundamental and applied biological sciences. Psychology Human Humans Intellectual and cognitive abilities Intelligence Learning. Memory Male Memory Memory, Short-Term Problem Solving Psychology. Psychoanalysis. Psychiatry Psychology. Psychophysiology Reasoning Task Performance and Analysis Transfer (Psychology) Video games Video Games - psychology Working memory Young Adult |
title | Selling points: What cognitive abilities are tapped by casual video games? |
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