Pregled bibliografske jedinice broj: 1086802
Casual game or cognitive gain: multitask casual game as a training for young adults
Casual game or cognitive gain: multitask casual game as a training for young adults // Journal of cognitive enhancement, 4 (2020), 4; 434-445 doi:10.1007/s41465-020-00173-5 (međunarodna recenzija, članak, znanstveni)
CROSBI ID: 1086802 Za ispravke kontaktirajte CROSBI podršku putem web obrasca
Naslov
Casual game or cognitive gain: multitask casual
game as a training for young adults
(Casual Game or Cognitive Gain: Multitask Casual
Game as a Training for Young Adults)
Autori
Martinčević, Marina ; Vranić, Andrea
Izvornik
Journal of cognitive enhancement (2509-3290) 4
(2020), 4;
434-445
Vrsta, podvrsta i kategorija rada
Radovi u časopisima, članak, znanstveni
Ključne riječi
multitasking ; executive functions ; cognitive training ; casual video games ; young adults
Sažetak
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 × 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.
Izvorni jezik
Engleski
Znanstvena područja
Psihologija
POVEZANOST RADA
Ustanove:
Filozofski fakultet, Zagreb
Citiraj ovu publikaciju:
Časopis indeksira:
- Web of Science Core Collection (WoSCC)
- Emerging Sources Citation Index (ESCI)