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首页> 外文期刊>Journal of cognitive enhancement >Casual Game or Cognitive Gain: Multitask Casual Game as a Training for Young Adults
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Casual Game or Cognitive Gain: Multitask Casual Game as a Training for Young Adults

机译:休闲游戏或认知收益:多任务休闲游戏作为年轻人的培训

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摘要

Video game training was found to enhance executive functioning in different age groups. In terms of cognitive enhancement, rare studies have investigated the potential of casual games, an easily accessible and widely used class of video games. In this study, we investigated the efficacy of casual game playing as an executive functions training in younger adults. During a 12-session program, training group participants (n=37) played the "MultiTask" game featuring simultaneous playing of two and more games assumed to tap executive functions. Active controls (n=36) played a simple casual game ("Smooth Snake"). Each session lasted approximately 15-20 min. Training sessions were individual and conducted at participants' homes. Posttest and follow-up (6 months) gains were assessed through various executive function measures (shifting, updating, inhibition, complex executive functions task, and working memory span). Using linear mixed-effects analysis no significant group x time interactions were found. Both groups decreased in the number of perseverative errors in complex executive function task immediately after the intervention and 6 months after the intervention. The study does not confirm beneficiary effects of casual video games on cognition of young adults. Also, it calls for caution when inferring on training gains in young adulthoods based on student samples.
机译:发现视频游戏培训可增强不同年龄段的执行功能。在认知增强方面,罕见的研究研究了休闲游戏的潜力,这是一种易于访问且广泛使用的视频游戏。在这项研究中,我们调查了在年轻人中作为执行功能培训的休闲游戏的功效。在12条课程的计划中,培训小组参与者(n = 37)玩了“多任务”游戏,该游戏同时玩了两个和更多游戏,假定了执行功能。主动控件(n = 36)玩了一个简单的休闲游戏(“ Smooth Snake”)。每个会话持续约15-20分钟。培训课程是个人的,并在参与者的家中进行。通过各种执行功能指标(转移,更新,抑制,复杂的执行功能任务和工作记忆跨度)评估后测和随访(6个月)的收益。使用线性混合效应分析未发现显着的X时间相互作用。干预后和干预后6个月后,两组在复杂的执行功能任务中的持续错误数量减少。该研究不能证实休闲视频游戏对年轻人认知的受益人影响。此外,它在根据学生样本中推断成年人的训练收益时需要谨慎。

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