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Using Variable Priority Training to Examine Video Game-Related Gains in Cognition

机译:使用可变优先培训来检查与视频游戏相关的认知收益

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The current study aimed at identifying mechanisms associated with video game-related gains in cognitive functioning. Seventy-nine older adults (mean age=72.72, SD=7.16) participated in a pretest-posttest intervention study. A video game that required four cognitive abilities was developed. The game had two modes: (1) variable priority training (VPT) and (2) single priority training (SPT). After a pretest session, participants completed a battery of cognitive tasks and were randomly assigned to either the VPT (n=42) or the SPT mode (n=37) for an average of 15.94 (SD=2.15) 1-h game play sessions. Posttesting was administered within 1 week after completion of training. Time (pretest/posttest) by game mode (VPT/SPT) interactions was examined using multivariate repeated measure ANOVAs. No significant multivariate training effects were observed. Results suggest that VPT may not be the underlying mechanism responsible for video game-related gains in cognition. Our results also cast doubts on whether playing video games could lead to cognitive enhancements in older adults.
机译:当前的研究旨在识别与视频游戏相关的认知功能中的收益相关的机制。 79名老年人(平均年龄= 72.72,SD = 7.16)参加了预测试干预研究。开发了一个需要四个认知能力的视频游戏。游戏有两种模式:(1)可变优先训练(VPT)和(2)单个优先培训(SPT)。经过预测试后,参与者完成了一系列认知任务,并随机分配给VPT(n = 42)或SPT模式(n = 37),平均为15.94(SD = 2.15)1-H游戏会话。在完成培训后的1周内进行了测试后进行测试。使用多变量重复测量方差分析检查了游戏模式(VPT/SPT)相互作用的时间(预测/后测)。未观察到明显的多元训练效应。结果表明,VPT可能不是导致与视频游戏相关的认知收益的基本机制。我们的结果也引起了人们对玩视频游戏是否会导致老年人认知增强的怀疑。

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