Boendermaker Wouter J, Gladwin Thomas E, Peeters Margot, Prins Pier J M, Wiers Reinout W
Addiction Development and Psychopathology (ADAPT)-Lab, Department of Psychology, University of Amsterdam, Amsterdam, Netherlands.
Department of Interdisciplinary Social Science, Utrecht University, Utrecht, Netherlands.
JMIR Serious Games. 2018 May 23;6(2):e10. doi: 10.2196/games.8364.
Working memory capacity has been found to be impaired in adolescents with various psychological problems, such as addictive behaviors. Training of working memory capacity can lead to significant behavioral improvements, but it is usually long and tedious, taxing participants' motivation to train.
This study aimed to evaluate whether adding game elements to the training could help improve adolescents' motivation to train while improving cognition.
A total of 84 high school students were allocated to a working memory capacity training, a gamified working memory capacity training, or a placebo condition. Working memory capacity, motivation to train, and drinking habits were assessed before and after training.
Self-reported evaluations did not show a self-reported preference for the game, but participants in the gamified working memory capacity training condition did train significantly longer. The game successfully increased motivation to train, but this effect faded over time. Working memory capacity increased equally in all conditions but did not lead to significantly lower drinking, which may be due to low drinking levels at baseline.
We recommend that future studies attempt to prolong this motivational effect, as it appeared to fade over time.
研究发现,患有各种心理问题(如成瘾行为)的青少年的工作记忆能力受损。工作记忆能力训练可带来显著的行为改善,但通常漫长且乏味,会消耗参与者的训练积极性。
本研究旨在评估在训练中加入游戏元素是否有助于提高青少年的训练积极性,同时改善认知能力。
将84名高中生分为工作记忆能力训练组、游戏化工作记忆能力训练组或安慰剂组。在训练前后评估工作记忆能力、训练积极性和饮酒习惯。
自我报告的评估未显示出对游戏的自我报告偏好,但游戏化工作记忆能力训练组的参与者训练时间明显更长。游戏成功提高了训练积极性,但这种效果会随着时间推移而减弱。所有组的工作记忆能力均有同等程度的提高,但饮酒量并未显著降低,这可能是由于基线时饮酒水平较低。
我们建议未来的研究尝试延长这种激励效果,因为它似乎会随着时间推移而减弱。