Related Experiment Video
Updated: May 4, 2026

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Cognitive training with casual video games: points to consider
Pauline L Baniqued1, Michael B Kranz1, Michelle W Voss2
1Department of Psychology, Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana Champaign Urbana, IL, USA.
Casual video games show limited transfer to untrained cognitive skills, despite improvements in specific attention tasks. Further research is needed to confirm real-world benefits of brain training games.
Area of Science:
- Cognitive Psychology
- Neuroscience
- Human-Computer Interaction
Background:
- Brain training programs, including video games, claim broad cognitive enhancement.
- Existing research often shows benefits limited to trained tasks, complicating real-world application.
- Assessing generalized cognitive improvement requires rigorous methods like active control groups and transfer testing.
Purpose of the Study:
- To investigate if casual video games can broadly improve cognitive function in young adults.
- To evaluate the transfer of training from game-based tasks to untrained cognitive abilities.
- To explore the practicality of using casual games as a brain training approach.
Main Methods:
- 209 young adults were randomized into working memory-reasoning, adaptive working memory-reasoning, active control game, and no-contact control groups.
- Participants underwent 15 hours of training, followed by pre- and post-training cognitive assessments.
- Cognitive tests included reasoning, working memory, attention, episodic memory, and perceptual speed, alongside self-report measures.
Main Results:
- Participants improved on training games, but transfer to untrained tasks was minimal.
- No significant gains were observed in reasoning, working memory, episodic memory, or perceptual speed across groups.
- Working memory-reasoning groups showed improvements in divided attention, reduced attentional blink, and smaller trail-making costs.
Conclusions:
- Casual video game training demonstrated limited broad cognitive transfer, primarily impacting specific attention-related measures.
- Improvements were observed in divided attention, suggesting potential for targeted cognitive enhancement.
- While offering a novel approach, the real-world benefits of computer-based brain training, like casual games, require further investigation.
More Related Videos
Related Concept Videos
Cognitive Learning
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...
Cognitive Development During Adulthood
Cognitivism
Previously dominated by behaviorism, which prioritized observable behaviors and largely ignored mental processes, psychology transformed in the 1950s. Cognitive psychologists argue that understanding how we think and process...
Social Foundations of Self I: Play and Game
Purposive Learning
Modeling in Therapy
Participant Modeling
Participant modeling involves therapists demonstrating calm and effective behaviors in...

