Implementation and Evaluation of a Serious Game for Working Memory Enhancement
Source abstract
Abstract
The amount of information which can be stored in the human brain is limited and dependent on memory capacity. Over the last few years there has been a trend in training cognitive skills, not only to prevent cognitive decline, which is inevitable as a person grows older, but also to increase or at least preserve mental abilities that will allow a person to function at a higher cognitive level. Memory is one of those key aspects among cognitive skills that has a significant role in a person’s mental performance. Specifically, focus is given to Working Memory (WM), as evidence has shown that it can be increased by applying targeted interventions. An intervention program like this is the main object of this current paper. Using a Serious Game (SG), we designed and created a video game which targets WM training. Its effectiveness was tested and evaluated through an evaluation process where forty people participated in a seven-week training program. Post-results showed that participants had an increase in their WM performance, especially those who had lower scores at the pre-test, while those with high pre-test scores just preserved their initial status. Additionally, all participants agreed that the game is fun and enjoyable to play and that it helps them to increase WM performance.
Source: crossref · Quality: baseline
Research context
OpenAlex topics: Cognitive Abilities and Testing · Cognitive Functions and Memory · Neural and Behavioral Psychology Studies
SciVX discovery tags are terminology-based. OpenAlex topics are source-provided classifications.
Affiliations
School of Informatics, Aristotle University of Thessaloniki, 54124 Thessaloniki, Greece
References (44)
Show source-provided references
1. Enrichment Effects on Adult Cognitive Development: Can the Functional Capacity of Older Adults Be Preserved and Enhanced?10.1111/j.1539-6053.2009.01034.x ↗
2. Be smart, exercise your heart: Exercise effects on brain and cognition10.1038/nrn2298 ↗
3. Building capacity for work-readiness: Bridging the cognitive and affective domains
4. Brunello, G., and Schlotter, M. (2020, November 30). Non-Cognitive Skills and Personality Traits: Labour Market Relevance and Their Development in Education & Training Systems. IZA Discussion Paper No. 5743. Available online: https://ssrn.com/abstract=1858066.
5. Investigating the predictive roles of working memory and IQ in academic attainment10.1016/j.jecp.2009.11.003 ↗
6. Changes in weight and compositions of major membrane components of human brain during the span of adult human life of Swedes10.1007/s004010050717 ↗
7. A longitudinal study of brain volume changes in normal aging using serial registered magnetic resonance imaging10.1001/archneur.60.7.989 ↗
8. The plastic human brain cortex10.1146/annurev.neuro.27.070203.144216 ↗
9. Neural plasticity: The biological substrate for neurorehabilitation
10. Searching for factors underlying cerebral plasticity in the normal and injured brain10.1016/j.jcomdis.2011.04.007 ↗
11. De Gloria, A. (2015). Free Your Brain a Working Memory Training Game. Games and Learning Alliance. Lecture Notes in Computer Science, Springer.10.1007/978-3-319-22960-7 ↗
12. A Tablet for Healthy Ageing: The Effect of a Tablet Computer Training Intervention on Cognitive Abilities in Older Adults10.1016/j.jagp.2016.11.015 ↗
13. There is no convincing evidence that working memory training is NOT effective: A reply to Melby-Lervåg and Hulme (2015)10.3758/s13423-015-0967-4 ↗
14. Miyake, A., and Shah, P. (1999). Models of Working Memory: Mechanisms of Active Maintenance and Executive Control, Cambridge University Press.10.1017/CBO9781139174909 ↗
15. The Memory Aid study: Protocol for a randomized controlled clinical trial evaluating the effect of computer-based working memory training in elderly patients with mild cognitive impairment (MCI)10.1186/1745-6215-15-156 ↗
16. Baddeley, A.D., Wilson, B.A., and Watts, F.N. (1995). Handbook of Memory Disorders, John Wiley & Sons Ltd.
17. Computerized Training of Working Memory in Children With ADHD-A Randomized, Controlled Trial10.1097/00004583-200502000-00010 ↗
18. What makes working memory spans so predictive of high-level cognition?10.3758/BF03196363 ↗
19. The magical number seven, plus or minus two: Some limits on our capacity for processing information10.1037/h0043158 ↗
20. The magical number 4 in short-term memory: A reconsideration of mental storage capacity10.1017/S0140525X01003922 ↗
21. Goldstein, E.B. (2010). Cognitive Psychology: Connecting Mind, Research and Everyday Experience, Wadsworth Cengage Learning. [3rd ed.].
22. The role of rehearsal in short-term memory10.1016/S0022-5371(73)80039-8 ↗
23. Chunking, priming and active learning: Toward an innovative and blended approach to teaching communication-related skills10.1080/10494820600800182 ↗
24. Keogh, R., and Pearson, J. (2011). Mental imagery and visual working memory. PLoS ONE, 6.10.1371/journal.pone.0029221 ↗
25. Strategy training and working memory task performance10.1016/S0749-596X(03)00095-0 ↗
26. Effects of bromocriptine on human subjects depend on working memory capacity10.1097/00001756-199711100-00032 ↗
27. Working memory revived in older adults by synchronizing rhythmic brain circuits10.1038/s41593-019-0371-x ↗
28. Serious Games. New York: Viking
29. Taking educational games seriously: Using the RETAIN model to design endogenous fantasy into standalone educational games10.1007/s11423-007-9073-2 ↗
30. Michael, D., and Chen, S. (2006). Serious Games: Games That Educate, Train, and Inform, Course Technology PTR. [1st ed.].
31. Sawyer, B., and Rejeski, D. (2002). Serious Games: Improving Public Policy Through Game-based Learning and Simulation, Woodrow Wilson International Center for Scholars.
32. Sawyer, B. (2007). The “Serious Games” Landscape. Presented at the Instructional & Research Technology Symposium for Arts, Humanities and Social Sciences.
33. From Visual Simulation to Virtual Reality to Games10.1109/MC.2005.297 ↗
34. Working Memory10.1016/S0079-7421(08)60452-1 ↗
35. Let the games begin: A preliminary study using Attention Process Training-3 and LumosityTM brain games to remediate attention deficits following traumatic brain injury10.3109/02699052.2013.775484 ↗
36. Van de Ven, R.M., Buitenweg, J.I.V., Schmand, B., Veltman, D.J., Aaronson, J.A., and Nijboer, T.C.W. (2017). Brain training improves recovery after stroke but waiting list improves equally: A multicenter randomized controlled trial of a computer-based cognitive flexibility training. PLoS ONE, 12.10.1371/journal.pone.0172993 ↗
37. Exercising your brain: A review of human brain plasticity and training-induced learning10.1037/a0014345 ↗
38. Does Computerized Working Memory Training with Game Elements Enhance Motivation and Training Efficacy in Children with ADHD?10.1089/cyber.2009.0206 ↗
39. (2020, November 28). Psy Toolkit. Available online: https://www.psytoolkit.org/experiment-library/corsi.html.
40. The Corsi Block-Tapping Task: Standardization and Normative Data10.1207/S15324826AN0704_8 ↗
41. Measuring Usability with the USE Questionnaire. Usability and User Experience Newsletter of the STC Usability
42. EGameFlow: A scale to measure learners’ enjoyment of e-learning games10.1016/j.compedu.2008.07.004 ↗
43. Soufineyestani, M., Dowling, D., and Khan, A. (2020). Electroencephalography (EEG) Technology Applications and Available Devices. Appl. Sci., 10.10.3390/app10217453 ↗
44. Katona, J., and Kővári, A. (2018). Examining the Learning Efficiency by a Brain-Computer Interface System. Acta Polytech. Hung., 15.10.12700/APH.15.3.2018.3.14 ↗