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Exploring the effectiveness of commercial and custom-built games for cognitive training

机译:探索商业和定制游戏对认知训练的有效性

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There is increasing interest in quantifying the effectiveness of computer games in non-entertainment domains. We have explored general intelligence improvements for participants using either a commercial-off-the-shelf (COTS) game, a custom do-it-yourself (DIY) training system for a working memory task or an online strategy game to a control group (without training). Forty university level participants were divided into four groups (COTS, DIY, Gaming, Control) and were evaluated three times (pre-intervention, post-intervention, 1-week follow-up) with three weeks of training. In general intelligence tests both cognitive training systems (COTS and DIY groups) failed to produce significant improvements in comparison to a control group or a gaming group. Also neither cognitive training system produced significant improvements over the intervention or follow-up periods.
机译:人们越来越有兴趣在非娱乐领域量化计算机游戏的有效性。我们使用现成的商业(COTS)游戏,针对工作记忆任务的定制的自己动手(DIY)训练系统或针对对照组的在线策略游戏,探索了针对参与者的一般智力提高(未经培训)。 40名大学级别的参与者分为四组(COTS,DIY,游戏,对照组),并经过三周的培训进行了三次评估(干预前,干预后,1周随访)。在一般智力测验中,与对照组或游戏组相比,两种认知训练系统(COTS和DIY组)均未取得显着改善。同样,两种认知训练系统都没有在干预或随访期间产生重大改善。

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