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Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay

机译:检查推理和工作记忆在整个扩展游戏玩法中预测休闲游戏性能中的作用

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摘要

The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4–5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research.
机译:休闲视频游戏的多样性和可用性为认知训练等应用程序提供了令人兴奋的机会。休闲游戏已经与诸如工作记忆(WM)和推理之类的流动能力相关联,但是这些认知结构在预测性能中的重要性可能会在扩展的游戏过程中发生变化,并随游戏结构而变化。当前的调查通过分析4-5周游戏的第一阶段和最后阶段的表现来检验认知能力与休闲游戏表现之间的关系。我们专注于两组受试者,他们曾玩过不同类型的休闲游戏,以前在单节比赛中表现出与WM和推理有关:(1)在各节比赛中自适应地玩基于益智的游戏,以及(2)跨会话自适应地。推理是两个小组唯一预测的第一节休闲游戏得分,并解释了与WM的大部分关系。此外,随着时间的流逝,WM对于预测基于拼图的自适应游戏的休闲游戏性能变得非常重要,而对于快速切换非自适应游戏而言,则变得尤为重要。这些结果通过显示跨不同游戏类型和扩展玩法的流动能力之间的差异关系,扩展了有关视频游戏中认知能力的新兴文献。更广泛地说,当前的研究说明了使用多种认知测度来预测表现的有用性,并为基于游戏的认知训练研究提供了潜在的方向。

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