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Using Variable Priority Training to Examine Video Game-Related Gains in Cognition.

Authors :
Zhang S
Grenhart WCM
Sprufera JF
McLaughlin AC
Allaire JC
Source :
Journal of cognitive enhancement : towards the integration of theory and practice [J Cogn Enhanc] 2020 Sep; Vol. 4 (3), pp. 274-284. Date of Electronic Publication: 2019 Aug 28.
Publication Year :
2020

Abstract

Objectives: Identify mechanisms associated with video-game-related gains in cognitive functioning.<br />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.<br />Results: Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed.<br />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.<br />Competing Interests: Conflict of Interest On behalf of all authors, the corresponding author states that there is no conflict of interest.

Details

Language :
English
ISSN :
2509-3304
Volume :
4
Issue :
3
Database :
MEDLINE
Journal :
Journal of cognitive enhancement : towards the integration of theory and practice
Publication Type :
Academic Journal
Accession number :
33283142
Full Text :
https://doi.org/10.1007/s41465-019-00148-1