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Training Working Memory in Adolescents Using Serious Game Elements: Pilot Randomized Controlled Trial.

Wouter J Boendermaker1,2, Thomas E Gladwin3, Margot Peeters1,2

  • 1Addiction Development and Psychopathology (ADAPT)-Lab, Department of Psychology, University of Amsterdam, Amsterdam, Netherlands.

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Summary
This summary is machine-generated.

Gamifying working memory training boosted adolescent motivation and training duration, though cognitive gains were similar across conditions. Future research should focus on sustaining motivation over time.

Keywords:
cognitive functionmemorymotivationvideo games

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Area of Science:

  • Cognitive Psychology
  • Adolescent Psychology
  • Behavioral Science

Background:

  • Working memory capacity deficits are linked to psychological issues in adolescents, including addictive behaviors.
  • Working memory capacity training can improve behavior but is often demotivating due to its length and tedious nature.

Purpose of the Study:

  • To investigate if gamification enhances adolescent motivation for working memory training.
  • To assess the impact of gamified training on cognitive function and behavior.

Main Methods:

  • 84 high school students participated in either standard working memory training, gamified training, or a placebo condition.
  • Assessments included working memory capacity, training motivation, and drinking habits before and after the intervention.

Main Results:

  • Gamified training led to significantly longer training durations and increased motivation, despite no self-reported preference for the game.
  • Cognitive improvements in working memory capacity were consistent across all training groups.
  • No significant reduction in drinking habits was observed, potentially due to low baseline levels.

Conclusions:

  • Gamification can be an effective tool to increase training duration and motivation in adolescents.
  • The motivational benefits of gamification may diminish over time, suggesting a need for strategies to prolong engagement.
  • Further investigation is recommended to sustain the motivational effects of gamified interventions.