Department of Psychology, Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana Champaign Urbana, IL, USA.
Department of Psychology, University of Iowa Iowa City, IA, USA.
Front Psychol. 2014 Jan 7;4:1010. doi: 10.3389/fpsyg.2013.01010.
Brain training programs have proliferated in recent years, with claims that video games or computer-based tasks can broadly enhance cognitive function. However, benefits are commonly seen only in trained tasks. Assessing generalized improvement and practicality of laboratory exercises complicates interpretation and application of findings. In this study, we addressed these issues by using active control groups, training tasks that more closely resemble real-world demands and multiple tests to determine transfer of training. We examined whether casual video games can broadly improve cognition, and selected training games from a study of the relationship between game performance and cognitive abilities. A total of 209 young adults were randomized into a working memory-reasoning group, an adaptive working memory-reasoning group, an active control game group, and a no-contact control group. Before and after 15 h of training, participants completed tests of reasoning, working memory, attention, episodic memory, perceptual speed, and self-report measures of executive function, game experience, perceived improvement, knowledge of brain training research, and game play outside the laboratory. Participants improved on the training games, but transfer to untrained tasks was limited. No group showed gains in reasoning, working memory, episodic memory, or perceptual speed, but the working memory-reasoning groups improved in divided attention, with better performance in an attention-demanding game, a decreased attentional blink and smaller trail-making costs. Perceived improvements did not differ across training groups and those with low reasoning ability at baseline showed larger gains. Although there are important caveats, our study sheds light on the mixed effects in the training and transfer literature and offers a novel and potentially practical training approach. Still, more research is needed to determine the real-world benefits of computer programs such as casual games.
近年来,大脑训练计划层出不穷,声称视频游戏或基于计算机的任务可以广泛增强认知功能。然而,好处通常仅见于训练任务中。评估实验室练习的泛化改进和实用性会使研究结果的解释和应用变得复杂。在这项研究中,我们通过使用主动对照组、更接近现实世界需求的训练任务以及多项测试来确定训练的转移,解决了这些问题。我们考察了休闲视频游戏是否可以广泛地改善认知,并从一项研究中选择了训练游戏,该研究探讨了游戏表现与认知能力之间的关系。共有 209 名年轻人被随机分配到工作记忆推理组、自适应工作记忆推理组、主动对照组和无接触对照组。在 15 小时的训练前后,参与者完成了推理、工作记忆、注意力、情景记忆、知觉速度以及执行功能的自我报告测量、游戏体验、感知改善、对大脑训练研究的了解和实验室外的游戏玩法的测试。参与者在训练游戏中有所提高,但对未训练任务的转移有限。没有一个组在推理、工作记忆、情景记忆或知觉速度方面表现出提高,但工作记忆推理组在分散注意力方面有所提高,在一项需要注意力的游戏中表现更好,注意力眨眼减少,追踪成本降低。在训练组之间,感知改善没有差异,而基线时推理能力较低的参与者则表现出更大的收益。尽管存在重要的限制,但我们的研究阐明了训练和转移文献中的混合效应,并提供了一种新颖且具有潜在实用性的训练方法。尽管如此,仍需要更多的研究来确定休闲游戏等计算机程序在现实世界中的益处。
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