Limits on Training Inhibitory Control with a Focused Video Game

被引:2
|
作者
Wells, Ashleigh [1 ]
Parong, Jocelyn [1 ]
Mayer, Richard E. [1 ]
机构
[1] Univ Calif Santa Barbara, Dept Psychol & Brain Sci, Santa Barbara, CA 93106 USA
关键词
Game-based training; Executive function; Cognitive training; Inhibition; Tablet; EXECUTIVE FUNCTION SKILLS; RELIABILITY; TIME; PSYTOOLKIT;
D O I
10.1007/s41465-020-00184-2
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
Gwakkamole is a focused video game designed to train the executive function skill of inhibition in young adolescents and has been shown to be enjoyable and challenging for them. This study examined whether the game was also enjoyable and challenging as well as effective for a different age cohort (i.e., young adults). According to the cognitive theory of game-based training, two essential features of effective games are enjoyment and challenge. Across two experiments, young adults took a battery of executive function tests, played Gwakkamole or a control game for 2 h spread over four sessions within 9 days, and retook the battery of executive function tests along with a self-report survey. Across two experiments, the Gwakkamole group reported lower ratings than the control group on liking the game, exerting effort during playing, feeling motivated during playing, feeling challenged during playing, and wanting to play again; and the groups did not differ significantly on post-test inhibition score (with pre-test inhibition score included as a covariate). Gwakkamole appears to lack the necessary level of challenge and enjoyment for young adult players, which are two essential features for effective games based on the cognitive theory of game-based training.
引用
收藏
页码:83 / 98
页数:16
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