Using Complex Video Games to Improve Executive Function
Abstract
Executive Function (EF) is a set of cognitive processes that regulate thoughts/actions/behaviours in order to achieve goals; it consists of three cognitive components: working memory, inhibition, and task switching. EF can be improved with training and life experience. However, current training programs are expensive and highly specialized; it is unclear whether existing commercial products, such as video games, can be used to improve EF in a more cost-effective manner. As such, this study investigates whether playing commercially available video games can improve EF. To this end, participants with limited video game experience will be recruited and divided into two groups. Group 1 will play a game that primarily relies on a single component of EF (working memory), while Group 2 will play a game that engages all three components of EF. Both groups will play the designated game for at least 10-hours over a few weeks and complete an assessment of EF before and after training. We predict games that significantly engage EF will lead to pervasive improvements in EF. We also predict that the two types of games will lead to different levels of improvement in the working memory component of EF. This study will significantly contribute to the literature on EF training and clarify whether focused (vs. distributed) EF training leads to greater EF enhancement in a particular EF component. It will also have important implications for the use of video games as an accessible and cost-effective therapeutic tool for individuals with EF impairments, such as those with ADHD.
Faculty Mentor: Dr. Eric Legge
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