
Applied Cognitive Psychology - Leiden University (2019)
Lecture 5: Game-based cognitive training
60% americans play video games (~90% between ages of 2 and 17)
Potential: people already spend a lot of time gaming
- there could be benefits: training, simulation, increase behavior, increase motivation...
Different categories of games:
Serious games: skills and knowledge based
- e.g.: simulator games --> pilots taught to fly
Gamification: use of gaming elements in non-games
- e.g.: Wii Fit -- fitness exercise but it's almost like a game.
-e.g.2: Ticket vending machine in Moscow that gives a ticket if you do ten squats in front of the machine
Gaming elements:
-Reward system
- Fast and frequent feedback - form of operant conditioning
- Uncertainty - e.g.: gambling relies on uncertainty and that is what makes it addictive
- Reward scheduling: example: give reward in the beginning and later only 50% of the time, after that increase reward again
- Link rewards: e.g.: if you collect 17 coins, you can buy an item
- Anticipation: if you get 130 Magicarp, then you can trade it to one Gyarados in Pokemon Go
-Adaptivity
- Difficulty: it is better to start easy and then get more difficult, than start off difficult
- Time pressure
- Progress
- Flow: you loose sense of time and space because you are so engaged: happens when high challange is met with high skill
- Social factors
- competitive feeling
- social facilitation
- "your friend passed you on the leaderboard!"
- creates community and social support
- more engaging
-Context
- Story
- Immersion (e.g.: music)
- Identity (heart rate goes up when you can choose and see your character)
Cognitive enhancement: can videogames enhance cognitive functioning?
Two types of games that can enhance cognitive functioning
Training games:
Cognitive training: use it or lose it!
-Train working memory --> N-back Task
- shown a stream of letters and you have to indicate if it is the same you saw N places before
- but: most people stop halfway during the training because tasks are boring
- Training games = cognitive task + gamification (to make it more engaging)
- Nintendo Brain training/ brain age, Lumosity, Brain Gymmer
- If I get better at the N-back task form doing a lot of N-back task that doesn’t mean a lot. But if I get better at a very different task measuring a different cognitive ability, then there is transfer
- Transfer:
- 1. Learning: learn to bike
- 2. Near-transfer: get better at biking
- 3. Transfer: get better at hockey, soccer --> overall physical fitness
- 4.Far-transfer: changes in everyday life – e.g.: grades
- Design:
Experimental condition: Pre-test – Training – Post-test
Control condition: Pre-test --> training with different game --> post-test
Foroughi et al 2016: IQ test --> brain-training --> IQ test
Message 1: "Game training increases IQ" --> participants who saw this message actually improved their IQ score – expectation and motivation is this powerful
Message 2: "need sona credits?" - much lower effect
Other research:
Brain training: no evidence of improvement compared to control group (BBC)
Lumosity (Olfers): Transfer for attention group, but does not impact daily life
Casual gaming: do gamers differ from non-gamers in their cognitive abilities?
Global flexibility: global shape (overall big picture) or local shape (detail)
This would show that video game players have faster reaction time and are more flexible
Casual gaming= ???+ gamification
Learning to learn:
- Knowledge
- Learning Strategies
- More cognitive resources to spare
Multitasking group: outperforms other groups in reaction time
Most entertainment games involve multitasking
Some games are not for everyone, difficult to target
Genetics:
Hidden differences: dopamine gene – high or low
If you have less dopamine availability in the PFC, you benefit more from the game
Compensation: those who are doing poorly get a bit of help
Magnification: those who are doing well become a lot better
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Applied Cognitive Psychology - Lecture notes, LU
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