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Cognitive consequences of playing brain-training games in immersive virtual reality

机译:在沉浸式虚拟现实中演奏脑训练游戏的认知后果

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The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini-games within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30-min sessions and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain-training games for a short period results in transfer of cognitive training to nongame venues.
机译:本研究的目标是审查扮演沉浸式虚拟现实游戏的效果,这些游戏包括集合的群体认知任务,脑电图,在认知的特定组件上,包括感知关注,精神旋转,工作记忆,可视化,视野查看和视觉处理速度。参与者完成了一个认知评估,在百姓(星级或英雄)中播放了两个迷你游戏中的一个,超过了三个30分钟的课程,然后完成了一个认知评估和关于游戏期间参与的问卷调查结果。不活动的控制组仅完成预测试和后测试。结果表明英雄组,Stardust集团和对照组在后面分数上没有显着差异,即使在预测分数控制时也是如此。这些调查结果不支持在短时间内播放脑训练游戏的索赔导致认知培训转移到营销场地。

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