ArticlePDF Available

Abstract and Figures

The goal of the present study was to examine the effects of playing an immersive virtual reality game that included a collection of gamified cognitive tasks, Cerevrum, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. Participants completed a pretest of cognitive assessments, played one of the two mini‐games within Cerevrum (Stardust or Heroes) for 1.5 hours over three 30‐minute sessions, and then completed a posttest of cognitive assessments and a questionnaire about interest and engagement during the game. An inactive control group completed only the pretest and posttest. Results showed no significant differences among the Heroes group, Stardust group, and control group on the posttest scores, even when controlled for pretest scores. These findings do not support the claim that playing brain training games for a short period results in transfer of cognitive training to non‐game venues.
Content may be subject to copyright.
RESEARCH ARTICLE
Cognitive consequences of playing braintraining games in
immersive virtual reality
Jocelyn Parong |Richard E. Mayer
Psychological and Brain Sciences Department,
University of California, Santa Barbara, Santa
Barbara, California
Correspondence
Jocelyn Parong, Psychological and Brain
Sciences Department, University of California,
Santa Barbara, Building 251, Santa Barbara
93106, CA.
Email: parong@ucsb.edu
Funding information
Office of Naval Research, Grant/Award Num-
ber: N000141612046
Summary
The goal of the present study was to examine the effects of playing an immersive
virtual reality game that included a collection of gamified cognitive tasks, Cerevrum,
on specific components of cognition, including perceptual attention, mental rotation,
working memory, visualization, visual field of view, and visual processing speed.
Participants completed a pretest of cognitive assessments, played one of the two
minigames within Cerevrum (Stardust or Heroes) for 1.5 hr over three 30min sessions
and then completed a posttest of cognitive assessments and a questionnaire about
interest and engagement during the game. An inactive control group completed only
the pretest and posttest. Results showed no significant differences among the Heroes
group, Stardust group, and control group on the posttest scores, even when
controlled for pretest scores. These findings do not support the claim that playing
braintraining games for a short period results in transfer of cognitive training to
nongame venues.
KEYWORDS
immersive virtual reality, brain training games, cognitive skill training, gamebased learning, video
games
1|INTRODUCTION
1.1 |Objective and rationale
Can you improve your cognitive skills by playing braintraining games?
This is the question that motivates the present study. Braintraining
games are games that are intended to improve players' cognitive skills,
such as perceptual attention, spatial cognition, or executive function
(Mayer, 2014). More specifically, braintraining games add gamified
elements to cognitive tasks in an effort to improve some component
of cognition. The gamification of cognitive training often includes aes-
thetics such as more detailed art or music, mechanics such as a reward
system often based on levels and points, and an immersive storyline
designed to entertain the players, which may induce more motivation
in users than other cognitive training programs (Anguera & Gazzaley,
2015; Kapp, 2012). Some examples of braintraining games include
Lumos Lab's Lumosity and Nintendo's Brain Age, which both include
a suite of gamified cognitive tasks, each aimed at improving a specific
cognitive skill.
Braintraining games more properly could be called cognitive skill
training games (or cognitive training games), and they fit more broadly
into the category of cognitive training programs. Cognitive training
programs are defined as mentally challenging training regimens that
aimed to train cognitive mechanisms or skills on objective (i.e., not
reported or selfreported) behavioral measures of cognitive skills or
academic achievement(Sala et al., 2018). Some examples include
the ACTIVE trial, which included training in reasoning, memory, and
speedofprocessing; the IHAMS and SKILL studies, which both
included a useful field of view training task; CogMed, which included
working memory training particularly for those with learning and
attention problems, such as ADHD; and other working memory
training programs that have included training in the nback task or
visuospatial memory tasks (Ball et al., 2002; Edwards et al., 2005;
Jaeggi, Buschkuehl, Jonides, & Perrig, 2008; Klingberg, Forssberg, &
Received: 17 October 2018 Revised: 29 May 2019 Accepted: 12 June 2019
DOI: 10.1002/acp.3582
Appl Cognit Psychol. 2020;34:2938. © 2019 John Wiley & Sons, Ltd.wileyonlinelibrary.com/journal/acp
29
Westerberg, 2002; Rebok et al., 2014; Willis et al., 2006; Wolinsky
et al., 2011; Wolinsky, Vander Weg, Howren, Jones, & Dotson, 2013).
In particular, the game we focus on in this study is Cerevrum, which
is a suite of braintraining games played in immersive virtual reality
(IVR). The cognitive skills we focus on are the educationally relevant
skills of perceptual attention, mental rotation, working memory, visual-
ization, visual field of view, and visual processing speed. The research
method is what can be called cognitive consequences research in
which we compare the change in cognitive skill of a group that plays
the target game (e.g., Cerevrum) versus a group that engages in a
control activity (e.g., not playing a game). Overall, the goal of this study
is to determine whether playing Cerevrum for a short period causes an
improvement in the educationally relevant cognitive skills required in
the game.
In recent years, as video games have become more ubiquitous in
households and classrooms, researchers and video game developers
have envisioned using them as tools to make consumers smarter or
enhance consumers' cognitive skills (Shaffer, 2006; Squire, 2011).
Strong claims have been made by companies promoting these so
called braintrainingvideo games. For example, Nintendo's Brain
Age slogan was train your brain in minutes a day,and Lumos Lab's
Lumosity claimed that Lumosity exercises are engineered to train a
variety of core cognitive functions(Simons et al., 2016). Additionally,
a survey by AARP found that over half of consumers believed that
braintraining could improve memory, sharpen intellectual skills, pre-
vent memory loss, improve attention, or increase IQ (David & Gelfeld,
2015). Because of the implications of these claims, it is important to
rigorously examine the cognitive effects of these braintraining games,
so consumers, as well as educators, can make informed choices in
using their programs.
Overall, the idea of using video games or other programs to
enhance cognitive skills sounds promising and may be imperative for
improving everyday skills, as well as skills needed for academic or
career success. For example, executive function, a set of cognitive
skills required for focused, goaldirected behavior, has been shown
to have implications in the classroom and be a strong predictor of aca-
demic success (Best, 2014; St. ClairThompson & Gathercole, 2006).
Because of this, braintraining games may be seen as educationally rel-
evant. If the claims of braintraining game companies are correct, the
implications for students and teachers could be substantial. However,
at the present time, there is mixed support for these claims and more
thorough testing of these games is needed.
1.2 |Cognitive theories of transfer
Theories of transfer posit various cognitive outcomes of playing brain
training games. As a player plays a game, he or she repeatedly prac-
tices a particular cognitive skill or skills over time. The degree to which
the skill practiced in the game can be applied to a novel task outside
the game context is the amount of transfer of cognitive skill that
occurs (Mayer & Wittrock, 1996). Anderson and Bavelier (2011) argue
that playing video games places high demands on certain cognitive
components, which should facilitate increases in those components.
Researchers have defined two types of transfer: near transfer and far
transfer (Barnett & Ceci, 2002; Mayer, 2014). Near transfer refers to
the generalization of practice on a task to a similar task; as a learner
learns a skill, it only transfers to a new task to the extent that the tasks
have common elements. An example of near transfer occurs when a
player engages in a braintraining game aimed at a particular skill and
shows more improvement than a control group on tests of that skill
outside of the game environment. On the other hand, far transfer
refers to a player improving unrelated tasks or improving cognitive
skills in general after practicing a task. An example of far transfer
would be when playing a video game results in improving the mind
in general (Singley & Anderson, 1989). For example, if a player were
to play Tetris for a certain amount of training time, near transfer theo-
ries would predict that he or she would only improve in mentally rotat-
ing 2D Tetris shapes but not other cognitive skills (Sims & Mayer,
2002). However, far transfer theories would predict that not only
would 2D mental rotation skill be enhanced but also other cognitive
skills not trained in the game would also be enhanced, perhaps such
as spatial visualization or perceptual attention (Sims & Mayer, 2002).
A middle ground theory between near and far transfer is the the-
ory of specific transfer of general skills, which predicts that the under-
lying cognitive skills trained in video games should transfer to other
tasks that required the same underlying cognitive skills (Mayer,
2014; Sims & Mayer, 2002). For example, the theory of specific trans-
fer of general skills would predict that playing Tetris would enhance
mental rotation in general, which should transfer to mental rotation
of other shapes in novel tasks, but not other cognitive skills, such as
general intelligence or working memory. Thus, this theory would pre-
dict that braintraining games that target a specific cognitive skill
should improve performance on other tasks outside the game that
require the same skill (which reflects near transfer) but not on other
tasks that require different skills (which reflects far transfer). In the
present study, we test for both near and far transfer but recognize
that the larger literature in problemsolving transfer suggests that
effective cognitive training is unlikely to create far transfer (Mayer &
Wittrock, 1996, 2006).
1.3 |Research on the effectiveness of cognitive
training on near and far transfer
1.3.1 |Cognitive training evidence
The underlying assumption of cognitive training is that at least some
cognitive mechanisms can be improved by repeated exposure to cog-
nitively demanding exercises due to neural plasticity (Karbach & Schu-
bert, 2013; Sala et al., 2018). Although some cognitive training
programs have shown positive effects (e.g., Ball et al., 2002; Jaeggi
et al., 2008), others have found null effects (e.g., Redick et al., 2013;
Rickard, Bambrick, & Gill, 2012). Metaanalyses of various cognitive
training interventions have revealed some evidence for near transfer
to related cognitive skills and mixed evidence for far transfer to less
related cognitive skills. One metaanalysis reported that working
PARONG AND MAYER
30
memory training led to near transfer performance on verbal and visuo-
spatial memory tasks, but no significant effects on far transfer tasks,
such as nonverbal ability, verbal ability, word decoding, reading com-
prehension, and arithmetic (MelbyLervåg, Redick & Hulme, 2016).
However, another metaanalysis of working memory training specifi-
cally using the nback paradigm, in which participants must identify
whether a stimulus was the same as a stimulus presented ntrials back,
found a significant positive effect on far transfer measures of fluid
intelligence, including the Abstract Reasoning from the Differential
Aptitude Test, Raven's Advanced Progressive Matrices, and Blocks
and Matrix Reasoning from the Wechsler Adult Intelligence Scale
(Au et al., 2015).
A secondorder metaanalysis found that working memory training
induced near transfer to memory tasks, which is moderated by the
type of population, but not far transfer to reasoning, speed, or lan-
guage tasks. Additionally, other types of cognitive training showed null
effects, particularly when placebo effects and publication bias were
controlled for (Sala et al., 2018). Thus, these metaanalyses generally
reveal that cognitive training programs have small to medium effects
for near transfer tasks and small to null effects for far transfer.
1.3.2 |Braintraining game evidence
Evidence for the effectiveness of braintraining games have been sim-
ilar to other cognitive training programs; there is some evidence for
near transfer to similarly trained tasks and less evidence for far trans-
fer to dissimilar tasks of braintraining games. In a metaanalysis,
Adams and Mayer (2014) reported a large neartransfer effect of
braintraining games, including Dr. Kawashima's Brain Training and
Brain Age, on executive function skills (d= 1.04), and null to small
fartransfer effects spatial cognition skills (d= .03) and perceptual
attention (d= .31). Sala et al. (2018) reported that video game cogni-
tive training led to a small effect for far transfer, and when placebo
effects and publication bias were controlled for, the effect equaled
zero. Simons et al. (2016) corroborate these findings and found evi-
dence that braintraining programs improve performance on trained
tasks (near transfer), whereas there is less evidence that they improve
similarly related tasks or untrained tasks performed outside the game
(far transfer).
One specific example of the discrepancy in evidence for brain
training games surrounds the braintraining game, Lumosity. Some
researchers have found that Lumosity was effective (Hardy et al.,
2015), whereas others have not found the same effects (Bainbridge
& Mayer, 2018; Kable et al., 2017). Hardy et al. (2015) compared a
group that played Lumosity for at least 15 min five times per week
for 10 weeks to an active control group that completed crossword
puzzles for the same amount of time. The groups completed a battery
of seven cognitive assessments, including the forward span, backward
span, Raven's Progressive Matrices, grammatical reasoning, arithmetic
reasoning, go/nogo, and a search task, before and after training. The
results showed that those who played Lumosity had significantly
greater improvements in a composite score of the cognitive assess-
ments and subjectively reported better cognitive functioning than
those who completed crossword puzzles. However, the participants
in the study had different expectations, as the participants in the
Lumosity group were those who already had a free Lumosity account
and were compensated with a 6month subscription to the program;
thus, they were presumably more apt to perform better than those
in the control group, which may explain the improvements on the
selfreport and objective performance measures. Simons et al. (2016)
caution that these results should be interpreted with caution because
of serious methodological flaws and the potential of conflict of inter-
est created by having five of the seven authors being employed by
the company that sells Lumosity. It is also worth noting that a lawsuit
by the U.S. Federal Trade Commission against Lumos Labs claiming
deceptive advertising resulted in a $2 million fine for the company
(Simons et al., 2016).
In contrast to these findings, Bainbridge and Mayer (2018) trained
groups in specific games in Lumosity, which targeted attention skills or
cognitive flexibility skills for at least 15 hr over at least 73 sessions.
They compared the groups' improvements between preand post
training assessments in attention and flexibility to an inactive control
group that played no game and found only that the flexibility group
improved on the Stroop task and useful field of view task (UFOV) task,
which does not provide strong evidence for transfer of cognitive skills.
Even though the cognitive skills tapped by the assessments were quite
similar to the cognitive skills practiced in the games, students who
played the game did not generally outperform those who did not. In
another study, 10 weeks of playing Lumosity games did not cause
improvements on tests of cognitive skill or brain activity during deci-
sion making as compared with a control group (Kable et al., 2017).
In part, the discrepancy may come from a lack of standardized
research methods for evaluating braintraining programs (Green
et al., 2019). The support cited by braintraining companies often
has methodological shortcomings, such as comparing preand post
intervention performance on a cognitive test within a single interven-
tion group rather than comparing the gain in performance between an
intervention group and a control group or failure to randomly assign
participants to treatments (Simons et al., 2016).
1.4 |Current study
In the current study, we aim to further close the gaps between the
claims made by braintraining companies, the theories that favor the
use of braintraining games, and the empirical evidence to support
them. The video game of interest, Cerevrum, is a relatively new
braintraining game played in IVR. Cerevrum claims that it definitely
will improve your intelligenceand that it targets the entire spectrum
of cognitive ability: memory, perceptual speed, multitasking, executive
function, and attention(Cerevrum, Inc., 2017a). Similar to other brain
training type games, it consists of two minigames, each with gamified
tasks that are intended to target general intelligence and specific cog-
nitive skills, including multiple object tracking, working memory, 2D
and 3D mental rotation, and visualization. Using IVR rather than tradi-
tional media, such as desktop VR, may also offer unique affordances
PARONG AND MAYER 31
for cognitive skill training. For example, immersion has been shown to
increase a learner's feeling of presence, or the feeling of being there
in a virtual world, which may increase motivation for learning or atten-
tion on the target material (Bailenson et al., 2008; Kafai, 2006).
Cerevrum Inc. (2017b) has reported that students aged 18 to 24
who played both minigames, including all six gamified tasks, for 15
30min sessions over 3 months improved from a pretest to posttest
in tests of abstraction ability, conceptuallogical thinking, figural syn-
thesis, spatial thinking, and operational logical memory. The focus of
the present study is to determine the effectiveness of playing each
minigame individually on the specific cognitive skills they target.
Based on the specific transfer of general skills theory, we predicted
that there would be transfer to nongame tasks that require the cogni-
tive skills that were trained in the games (near transfer) but not far
transfer of the cognitive skills to nongame tasks that were not trained
in the games. Specifically, based on the specific transfer of general
skills theory, we predicted that compared with a control group, the
Stardust group would improve in multiple object tracking, working
memory, and mental rotation, and the Heroes group would improve
in visualization, working memory, and mental rotation as those are
the cognitive skills targeted by each task in the two minigames,
respectively.
In light of the fact that this is the first experiment to test the
effectiveness of Cerevrum and in deference to the practical logistics
of having individual participants in IVR, our approach was to provide
exposure for a short duration of three 30min learning episodes. Our
goal was to provide preliminary evidence concerning the effects of
playing Cerevrum games for a short duration. We have obtained
significant effects with this level of exposure in previous a series of
studies involving learning executive function skills with custom
designed computer games (Mayer, Parong, & Bainbridge, 2019;
Parong et al., 2017). We also have used this level of exposure in sev-
eral similar studies with nonVR games such as Lumosity (Bainbridge &
Mayer, 2018), Portal (Adams, Pilegard, & Mayer, 2016), and Tetris
(Pilegard & Mayer, 2018).
2|METHOD
2.1 |Participants and design
Adams and Mayer (2014) reported an effect size of d= 1.04 for brain
training games improving executive function skills. Based on this
effect size, an a priori power analysis revealed that 39 total partici-
pants are required to detect the effect. Participants were 81 under-
graduate students from the University of California, Santa Barbara
(65 females, ages 1824, M= 19.40, SD = 1.09). Twentyone
participants were assigned to play the Stardust minigame, 22 were
assigned to play the Heroes minigame, and 38 were assigned to an
inactive control group. Participants were recruited through a partici-
pant recruitment website and were compensated 30 dollars for
completing the study.
2.2 |Materials
The materials used in this experiment included an IVR braintraining
game, Cerevrum, a set of computerbased cognitive assessments, and
a short participant questionnaire
1
to solicit the participants' age,
gender, gaming experience, and interest and enjoyment of playing
Cerevrum.Cerevrum consisted of two minigames, each with three
gamified tasks that required a specific cognitive skill. In the first
minigame, Stardust, the player was placed on a spaceship, and his or
her overall goal was to destroy enemy spaceships using three weapons
before his or her own spaceship was destroyed. Each of the three
weapons, shown in Figure 1, involved a different subgame that
required players to use a cognitive skill: Laser Drones, which required
multiple object tracking; PewPew, which required working memory;
and Firestorm, which required 2D mental rotation. Laser Drones pre-
sented the player with a number of colored spheres, which turned
gray and randomly shuffled around the player's field of view. The
player was then shown one color, and he or she had to identify a
sphere matching that color. In PewPew, the player was briefly pre-
sented with a row of characters with identifying features (e.g., color,
shape, and number of spikes). Two characters were then marked,
and the player's task was to indicate whether the two characters were
identical. The third weapon, Firestorm, presented colored spheres in
four concentric circles. The player's task was to create as many
adjacent pairs of samecolored spheres by rotating the circles or swap-
ping adjacent circles.
In the second minigame, Heroes, the player's goal was to protect a
prized gem from incoming enemies by sending heroes to fight the ene-
mies. Similar to the first minigame, as shown in Figure 2, each of the
three heroes involved a different subgame that required a cognitive
skill: Executive Cubes, which required mental rotation; Constellation
Memory, which required working memory; and Polygons, which
required visualization. In Excessive Cubes, the player was shown a 3D
arrangement of cubes, each with identifying marks (e.g., squares on
one side and triangles on another side). The player's task was to
memorize the configuration of arrays by rotating the whole figure.
Then, the figure disappeared and reappeared with one or more new
cubes, which the player had to identify. In Constellation Memory, the
player first memorized a set of colored spheres with shapes. The
player was then shown a new set of spheres that included one sphere
that matched the original set, which the player had to identify. Finally,
in Polygons, a rotating target polygon (octahedron or cube) with a
shape on each face was presented to the player. The player's
task was to identify the matching polygon from a selection of three
other polygons.
The cognitive assessments used for the pre and posttests included
a multipleobject tracking task (MOT) to measure perceptual attention,
a mentalrotation task to measure spatial processing, the nback task
to measure working memory, a paper folding task to measure visuali-
zation, a race task to measure visual processing speed, and a UFOV
1
The participant questionnaire also included questions about the gameplaying experience,
but these data were not included because of concerns about possible confusing wording of
the questions.
PARONG AND MAYER
32
to measure visual field of view. In the MOT, the participant was pre-
sented with 10 white crossshaped objects on a black background. A
number of objects (2, 3, or 4) would then briefly flash before all 10
objects randomly moved around the screen. The participant's task
was to track the objects that flashed and identify their end positions
on the screen. The objects moved around the screen for a total of
10 to 20 s. Participants were presented with six trials in a random
order. The mentalrotation task was adapted from Shepard and
Metzler's (1971) mental rotation task. Two 3D figures were presented,
and the participant's task was to indicate whether they were the
same or different. Trials were the same when one figure could be
rotated to be superimposed on the other figure. Participants were
presented with 24 trials in a random order, with 12 the same and 12
different trials.
The nback sequentially presented individual letters to participants
for 1.5 s each, and their task was to press the Spacebar when the cur-
rent letter matched the letter presented nnumber of letters back. In
this experiment, a twoback task with 66 letters, including 18 target
letters, was used. The paper folding task was a computerized version
of the same task from the Kit of FactorReferenced Cognitive Tests
(Ekstrom, French, & Harman, 1979). Each trial presented a set of
images depicting a square piece of paper being folded and punched
with a single hole. The participant's task was to identify which image
represented what the piece of paper would look like unfolded from
a set of five images. The 10 trials were presented in a fixed order from
easiest to hardest. In the race task, two objects were displayed at dif-
ferent locations on the left side of the screen. The objects then moved
at different speeds in a straight line towards a vertical line on the right
side of the screen. The participant's task was to identify as quickly and
as accurately as possible which object would cross the vertical finish
line first. The task had 16 trials presented in a random order. Finally,
the UFOV first briefly displayed a fixation cross. Then, a star was
briefly displayed along with distractor square images for 80 ms,
followed by a white noise mask screen. The participant's task was to
identify the location of the star on eight spokes around the fixation
cross. The UFOV task had 16 trials presented in a random order.
2.3 |Apparatus
Cerevrum was displayed on an HTC Vive, which included a head
mounted display and two wireless hand controllers, using Steam soft-
ware on an Alienware desktop computer. The controllers allowed the
user to interact with the virtual environment using intuitive gestures,
FIGURE 1 Screenshots of the gamified tasks in the Stardust minigame in Cerevrum, including Laser Drones (left), PewPew (center), and
Firestorm (right) [Colour figure can be viewed at wileyonlinelibrary.com]
FIGURE 2 Screenshots of the gamified tasks in the Heroes minigame in Cerevrum, including Excessive Cubes (left), Constellation Memory
(center), and Polygons (right) [Colour figure can be viewed at wileyonlinelibrary.com]
PARONG AND MAYER 33
and users received haptic feedback (i.e., vibrations) for certain interac-
tions. The console also included wallmounted sensors in the room to
allow the software to map the space in which the user could move.
2.4 |Procedure
Participants were randomly assigned to the Stardust,Heroes, or control
conditions. In the two VR game conditions, participants completed
three sessions over 9 days. In the first session, participants completed
a pretest that consisted of the six cognitive assessments and played
30 min of their assigned video game. In the second session, they com-
pleted 30 min of their assigned game. In the final session, participants
completed 30 min of their assigned game, a participant questionnaire
soliciting demographic information, and a posttest of the same six cog-
nitive assessments from the pretest. Thus, there were no tests after
each session in order to avoid the possibility of a testing effect in
which the act of taking a test is a form of instruction. They were
tested individually in a lab with a large space of approximately 12 ×
12 ft to allow for moving around in the IVR environment. Although
previous braintraining studies have used a longer training duration
upwards of 20 hr, a 90min training duration as chosen for this study
to examine the immediate effects of a short amount of training and 20
or more hours may be impractical for players.
Participants in the control condition completed two sessions a
week apart. They completed the pretest of cognitive assessments in
the first session and the posttest and participant questionnaire in the
second session. The data that support the findings of this study are
available from the corresponding author upon reasonable request.
3|RESULTS
3.1 |Scoring
For the MOT, mental rotation, paper folding, and UFOV tasks, accu-
racy for number of correct trials was calculated. For the nback task,
d, a sensitivity index of discriminating the target letters and nontarget
letters, was calculated. For the race task, the average response time
for all trials was calculated. Due to computer errors, data were not
collected from one participant in the Stardust condition for the mental
rotation task, two participants in the control condition in the nback
task, and one participant in the control condition in the race task.
3.2 |Do the groups differ on basic characteristics?
Oneway analyses of variance were conducted to test for preexisting
difference among the Stardust,Heroes, and control groups. The results
showed that the groups did not differ significantly in age, F(2, 77) =
2.75, p= .070, or in pretest scores on the MOT task, F(2, 77) =
0.73, p= .486, mental rotation task, F(2, 76) = 1.87, p= .161, nback
task, F(2, 75) = 2.21, p= .116, paper folding task, F(2, 77) = 0.65, p=
.523, race task, F(2, 76) = 0.09, p= .919, or UFOV task F(2, 77) =
1.90 p= .156. A chisquare showed that the groups also did not differ
in the proportion of men and women in each group, χ
2
(2, N= 78) =
1.50, p= .471. We conclude that the groups did not differ on
basic characteristics.
3.3 |Does playing Cerevrum improve cognitive skills?
Analyses of covariance were run to test for differences among the
Stardust,Heroes, and control groups on each cognitive assessment
posttest score, with their respective pretest score as a covariate. As
seen inTable 1, scores between the three groups did not differ signif-
icantly for the MOT task, F(2, 77) = 0.56, p= .575, mental rotation
task, F(2, 76) = 1.95, p= .149, nback task, F(2, 75) = 2.81 p=
.067, paper folding task, F(2, 77) = 0.44, p= .647, race task, F(2,
76) = 0.41, p= .668, or UFOV task, F(2, 77) = 0.77, p= .468. The
scores for each posttest cognitive assessment were also combined
into an overall cognitive composite score using an averaged zscore
for each task, and there were no significant differences among the
three groups, F(2, 74) = 1.06, p= .351.
Finally, as seen in Table 2, when we combined the two game
playing groups (Stardust and Heroes) and compared the combined
group to the control group, analyses of covariance showed that
students who played the game did not differ significantly from those
who did not on posttest scores (with pretest scores as covariates)
on the MOT task, F(1, 77) = 1.01, p= .318, mental rotation task,
TABLE 1 Cognitive assessment performance between each VR game group and control group
Task
Stardust Heroes Control
Pretest Posttest Pretest Posttest Pretest Posttest
MOT (score out of 18) 11.81 (1.78) 12.81 (2.09) 11.82 (2.75) 12.41 (2.30) 12.32 (2.96) 12.47 (2.08)
Mental rotation (score out
of 24)
17.75 (3.98) 21.30 (2.41) 15.32 (4.31) 18.68 (4.82) 16.66 (3.93) 19.13 (3.49)
nback (d) 3.10 (.68) 3.02 (.99) 2.72 (.90) 3.37 (.63) 2.61 (1.04) 3.05 (.77)
Paper folding (score out of 10) 6.90 (2.26) 7.19 (2.73) 7.18 (2.06) 7.45 (2.30) 6.58 (2.02) 7.34 (1.76)
Race task (average RT) 3630.73 (2039.92) 2881.86 (1939.11) 3889.59 (1528.18) 3305.94 (1230.26) 3623.75 (2016.28) 2902 (1986.35)
UFOV (score out of 16) 15.04 (1.46) 15.29 (1.52) 14.39 (1.88) 15.00 (1.45) 14.59 (1.38) 15.13 (1.23)
Composite score (z) 0.15 (0.46) 0.04 (0.62) 0.07 (0.45) 0.01 (0.40) 0.04 (0.44) 0.04 (0.47)
PARONG AND MAYER
34
F(1, 77) = 2.08, p= .153, nback task, F(1, 77) = 0.04, p= .837, paper
folding task, F(1, 77) = 1.05, p= .308, race task, F(1, 77) = 0.18, p=
.669, or UFOV task, F(1, 77) = 0.97, p= .327. There were also no dif-
ferences in the composite score between the combined VR game
group and control group, F(1, 75) = 0.01, p= .947. We conclude that
playing Cerevrum for 1.5 hr over three sessions did not cause improve-
ments on cognitive skills assessed outside the game context.
3.4 |Is game performance correlated with cognitive
task performance?
Correlations between game scores from each of the six games and
scores on each cognitive task from the pretest were calculated.
Performance on the working memory minigame, PewPew, correlated
significantly with performance on the race task, r(24) = .43, p= .037
(lower scores indicate faster reaction times). Scores on the 3D mental
rotation game, Constellation Memory, correlated significantly with per-
formance on the MOT task, r(22) = .50, p= .019, paper folding task,
r(22) = .43, p= .047, and UFOV task, r(22) = .43, p= .043. Performance
on the visualization game, Polygons, correlated significantly with
performance on the race task, r(22) = .57, p= .006. All other correla-
tions were not significant. We conclude that there are not strong
relationships between the games designed to target specific cognitive
skills and the cognitive assessments designed to measure them.
4|DISCUSSION
4.1 |Empirical contributions
The results from this experiment do not provide strong evidence that
playing an IVR braintraining game for 1.5 hr enhances specific com-
ponents of cognition. This work is consistent with previous work
showing a lack of effectiveness of the braintraining game, Lumosity
(Bainbridge & Mayer, 2018), as well as braintraining games in general
with healthy adults (Mayer, 2014). A new contribution of this study is
that the lack of evidence for the effectiveness of braintraining games
extends to games played in IVR. Based on these findings, we suggest
that brain trainingmay not be an appropriate name for the genre
of games to which Cerevrum and Lumosity belong.
4.2 |Theoretical contributions
Neither near nor far transfer theories were supported by the results.
Previous research has shown more evidence for near transfer than
far transfer. According to the identical elements theory, the likelihood
of transfer in our study should have been related to degree to which
the tasks in the game tasks and cognitive assessments had overlapping
elements (Thorndike, 1906; Thorndike & Woodworth, 1901). How-
ever, our results may suggest that the games and tasks may not be
identical enough for near transfer.
In particular, the theory of specific transfer of general skills was not
supported by these results. In short, cognitive skills practiced in a
game context did not transfer to performing those same skills in a
nongame context. Additionally, there was no evidence that cognitive
skills practiced in a game context transferred to performing related
but different cognitive skills in a nongame context. In contrast to find-
ings involving braintraining games, Bediou et al. (2018) reported that
playing action video games can cause changes in the cognitive skills
practiced in the games that transfer to nongame contexts, such as
perceptual attention. Thus, although the theory of specific transfer
of general skills was not supported for braintraining games, there is
evidence that it can apply to action video games.
Why do we fail to see transfer of cognitive skill training with brain
training games? One explanation is that for cognitive skills to transfer,
certain researchbased design criteria need to be met (Anderson &
Bavelier, 2011; Bediou et al., 2018; Mayer, 2014): The player must
engage in repeated practice on the target cognitive skill, the player
must practice the target cognitive skill in a variety of contexts, the
player must be engaged in increasing levels of challenge that maintain
high challenge throughout the game, the player must receive feedback
embedded within the game, and the player should not be distracted by
activity that is not relevant to the instructional goal. For example,
Anderson and Bavelier (2011) and Bediou et al. (2018) have shown
how firstperson shooter games require repeated practice on a target
cognitive skill within a variety of settings. Ericsson (2006) has summa-
rized research showing the value of deliberate practice, that is, prac-
tice with embedded feedback at increasing levels of challenge as is
implemented in action video games (Green, Sugarman, Medford,
Klobusicky, & Bavelier, 2012). Mayer (2009) has summarized research
showing the benefits of designing multimedia instruction that does
TABLE 2 Cognitive assessment performance between the combined VR game group and control group
Task
Cerevrum Control
Pretest Posttest Pretest Posttest
MOT (score out of 18) 11.81 (2.30) 12.60 (2.18) 12.32 (2.96) 12.47 (2.08)
Mental rotation (score out of 24) 16.58 (4.29) 19.93 (4.04) 16.66 (3.93) 19.13 (3.49)
nback (d) 2.90 (.82) 3.20 (.83) 2.61 (1.04) 3.05 (.77)
Paper folding (score out of 10) 7.05 (2.14) 7.33 (2.50) 6.58 (2.02) 7.34 (1.76)
Race task (average RT) 3763.17 (1779.43) 3098.83 (1610.39) 3623.75 (2016.28) 2902 (1986.35)
UFOV (score out of 16) 14.81 (1.69) 15.14 (1.47) 14.59 (1.38) 15.13 (1.23)
Composite score (z) 0.04 (0.46) 0.02 (0.51) 0.04 (0.44) 0.04 (0.47)
PARONG AND MAYER 35
not cause the learner to engage in extraneous activity. Overall, many
action video games meet these evidencebased criteria, whereas some
suites of braintraining games do not.
4.3 |Practical contributions
The present study adds to the growing literature questioning the
effectiveness of offtheshelf braintraining games. A practical implica-
tion of the results of this study is that playing a suite of gamified cog-
nitive tasks for a short period may not be the best way to train
cognitive skills. In contrast, more success has been reportedeven in
short play durationsfor cognitively designed games that adhere to
the design principles outlined in the foregoing section by providing
repeated and focused practice on a specific executive function skill
in varied contexts with increasing levels of challenge and embedded
feedback (Anguera et al., 2013; Parong et al., 2017). Overall, the
present study suggests a shift from suites of braintraining exercises
on gamified cognitive tasks to more focused games designed based
on cognitive principles of skill learning. Although strong claims are
made for the value of braintraining games, educational policy
decisions should be informed by research evidence concerning what
works with computer games (Hilton & Honey, 2011; Mayer, 2016).
4.4 |Limitations and future directions
The lack of evidence for gameplaying in the present study could be
due to a number of reasons. First, 1.5 hr may not have been long
enough to sufficiently improve the targeted cognitive skills. It is possi-
ble that playing the game for 10 or 20 or even 50 hr would create
stronger effects, although investing this much time in IVR may be
impractical. Future research should vary the dosage in order to deter-
mine whether longer exposure to a braintraining game would produce
positive effects.
Second, the game itself may not have been challenging enough for
the collegeaged students in the study. Although we did not have
access to ingame metrics on progress in the game, as the player
earned points and advanced through the stages within each task, it
was assumed he or she improved in the task. However, although the
game difficulty was adaptive and increased incrementally as player
performance was adequate, 30 min with each task may not have been
enough time for players to reach and stay at an appropriate level of
challenge to enhance the cognitive skill targeted. In the original study
reported by the company that produced Cerevrum, participants com-
pleted over 20 hr of training spread across the six gamified tasks. This
is important in training a cognitive skill as a task that is too easy may
not enhance the target cognitive skill, whereas a task that is too
difficult may cause cognitive fatigue, and in turn, hurt performance.
Third, it is important to train a cognitive skill in a varied setting as
that may help cognitive skills in transferring to other novel tasks.
Future research should examine the variability that braintraining
companies assign in training to their target audience to further help
explain how these skills might transfer to novel tasks.
Fourth, braintraining games appear to focus on improving the
mind in general through exposing the player to a variety of different
gamified cognitive tasks. However, research on the nature of human
intelligence suggests that cognitive growth comes through developing
specific cognitive skills (Hunt, 2011; Martinez, 2000), so cognitive
training should focus on a specific targeted skill rather than improving
the mind in general. Future research is needed to address the relative
benefits of braintraining suites aimed at improving cognition in gen-
eral and focused games aimed at concentrated practice on a targeted
cognitive skill.
The lack of correlations between game performance and cognitive
task performance, particularly between the seemingly trained cogni-
tive skill in the game to a near transfer task of the same skill, is consis-
tent with the findings that playing the game did not transfer to tasks
outside of the game. However, this may be explained by the notion
that the games simply did not load onto the cognitive tasks that they
were intended to train. Although the minigames and cognitive tasks
shared similar surface elements (e.g., the multiple object tracking game
looked the same as the multiple object tracking task), future research
should carefully determine the degree to which the games intended
to train a cognitive skill actually load onto the cognitive tasks to
measure that skill.
As noted by Green et al. (2019), there may be difficulties in extrap-
olating from one braintraining platform to another. The degree to
which the results obtained with Cerevrum can be extrapolated to other
platforms in this space depend on the degree to which the games
share common features and is subject to empirical research. Given
the many potential differences in games that are intended for training
of cognitive skills, it is important that all braintraining games not be
inappropriately lumped together.
Additionally, brain training in IVR may not be any more effective
than in other media, such as desktop or tablet. The sense of presence
offered by IVR games may not further bolster any effects expected to
be seen from braintraining games, although this study did not directly
compare braintraining in virtual reality to more traditional media,
such as playing on a desktop computer. Alternatively, IVR may be
distracting and cause the player to engage in extraneous activity, as
has been found in studies of science simulations (Makransky,
Terkildsen, & Mayer, 2019). Future research should examine the
unique affordances of virtual reality and whether they can be
effectively utilized to improve braintraining programs.
ACKNOWLEDGEMENT
Preparation of this paper was supported by Grant N000141612046
from the Office of Naval Research.
COMPLIANCE WITH ETHICAL STANDARDS
We adhered to guidelines for ethical treatment of human subjects and
obtained IRB approval.
PARONG AND MAYER
36
CONFLICT OF INTEREST
The authors declare that they have no conflict of interest.
ORCID
Jocelyn Parong https://orcid.org/0000-0001-7076-2535
Richard E. Mayer https://orcid.org/0000-0003-4055-6938
REFERENCES
Adams, D. M., & Mayer, R. E. (2014). Cognitive consequences approach:
What is learned from playing a game? In R. E. Mayer (Ed.), Computer
Games for Learning: An EvidenceBased Approach (pp. 171224). Cam-
bridge, MA: The MIT Press.
Adams, D. M., Pilegard, C., & Mayer, R. E. (2016). Evaluating the cognitive
consequences of playing Portal for a short duration. Journal of Educa-
tional Computing Research,54, 173195. https://doi.org/10.1177/
0735633115620431
Anderson, A. F., & Bavelier, D. (2011). Action game play as a tool to
enhance perception, attention, and cognition. In S. Tobias, & J. D.
Fletcher (Eds.), Computer games and instruction (pp. 307330). Char-
lotte, NC: Information Age Publishing.
Anguera, J. A., Boccanfuso, J., Rintoul, J. L., AlHashimi, O., Faraji, F.,
Janowich, J., Gazzaley, A. (2013). Video game training enhances cog-
nitive control in older adults. Nature,501(7465), 97101. https://doi.
org/10.1038/nature12486
Anguera, J. A., & Gazzaley, A. (2015). Video games, cognitive exercises, and
the enhancement of cognitive abilities. Current Opinion in Behavioral
Sciences,4, 160165. https://doi.org/10.1016/j.cobeha.2015.06.002
Au, J., Sheehan, E., Tasi, N., Duncan, G. J., Buschkuehl, M., & Jaeggi, S. M.
(2015). Improving fluid intelligence with training on working memory: A
metaanlysis. Psychonomic Bulletin and Review,22, 266377. https://
doi.org/10.3758/s134230140699x
Bailenson, J., Yee, N., Blascovich, J., Beall, A. C., Lundblad, N., & Jin, M.
(2008). The use of immersive virtual reality in the learning sciences:
Digital transformations of teachers, students, and social context. Jour-
nal of the Learning Sciences,17(1), 102141. https://doi.org/10.1080/
10508400701793141
Bainbridge, K., & Mayer, R. E. (2018). Shining the light of research on
Lumosity. Journal of Cognitive Enhancement,2,4362. https://doi.org/
10.1007/s4146501700405
Ball, K., Berch, D. B., Helmers, K. F., Jobe, J. B., Leveck, M. D., Marsiske, M.,
& Willis, S. L. (2002). Effects of cognitive training interventions with
older adults: A randomized controlled trial. Journal of the American
Medical Association,288, 22712281. https://doi.org/10.1001/
jama.288.18.2271
Barnett, S. M., & Ceci, S. J. (2002). When and where do we apply what we
learn? A taxonomy for far transfer. Psychological Bulletin,128,
612637. https://doi.org/10.1037//00332909.128.4.612
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier,
D. (2018). Metaanalysis of action video game impact on perceptual,
attentional, and cognitive skills. Psychological Bulletin,144(1), 77110.
https://doi.org/10.1037/bul0000130
Best, J. R. (2014). Relations between video gaming and children's executive
functions. In F. C. Blumberg (Ed.), Learning by playing: Video gaming in
education (pp. 4253). New York, NY, US: Oxford University Press.
https://doi.org/10.1093/acprof:osobl/9780199896646.003.0004
Cerevrum, Inc (2017a). Cerevrum [Computer software]. San Francisco, CA:
Cerevrum, Inc.
Cerevrum, Inc. (2017b). Cerevrum Game Research. Retrieved from https://
www.cerevrum.com/research
David, P., & Gelfeld, V. (2015, January 20). 2014 Brain Health Research
Study. Retrieved from http://www.aarp.org/research/topics/health/
info2015/stayingsharperstudy.html
Edwards, J. D., Vance, D. E., Wadley, V. G., Cissell, G. M., Roenker, D. L., &
Ball, K. K. (2005). Reliability and validity of the useful field of view test
scores as administered by personal computer. Journal of Clinical and
Experimental Neuropsychology,27, 529543. https://doi.org/10.1080/
13803390490515432
Ekstrom, R. B., French, J. W., & Harman, H. H. (1979). Cognitive factors:
Their identification and replication. Multivariate Behavioral Research
Monographs,79(2), 384.
Ericsson, K. A. (2006). The influence of experience and deliberate practice
on the development of superior expert performance. In K. A. Ericsson,
N. Charness, P. J. Feltovich, & R. R. Hoffman (Eds.), The Cambridge
handbook of expertise and expert performance (pp. 683703). New York:
Cambridge University Press.
Green, C. S., Bavelier, D., Kramer, A. F., Vinogradov, S., Ansorge, U., Ball, K.
K., Witt, C. M. (2019). Improving methodological standards in behav-
ioral interventions for cognitive enhancement. Journal of Cognitive
Enhancement,3(1), 229.
Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavelier, D.
(2012). The effect of action video game experience of taskswitching.
Computers in Human Behavior,28, 984994. https://doi.org/10.1016/
j.chb.2011.12.020
Hardy, J. L., Nelson, R. A., Thomason, M. E., Sternberg, D. A., Katovich, K.,
Farzin, F., & Scanlon, M. (2015). Enhancing cognitive abilities with com-
prehensive training: A large, online, randomized, activecontrolled trial.
PLoS ONE,10(9), 17.
Hilton, M. A., & Honey, M. I. (2011). Learning science through computer
games and simulations. Washington, DC: National Academies Press.
Hunt, E. (2011). Human intelligence. New York: Cambridge University Press.
Jaeggi, S. M., Buschkuehl, M., Jonides, J., & Perrig, W. J. (2008). Improving
fluid intelligence with training on working memory. Proceedings of the
National Academy of Sciences, USA,105, 68296833. https://doi.org/
10.1073/pnas.0801268105
Kable, J. W., Caufield, M. K., Falcone, M., McConnell, M., Bernardo, L.,
Parthasarathi, T., Larman, C. (2017). No effect of commercial cogni-
tive training on brain activity, choice behavior, or cognitive
performance. The Journal of Neuroscience,37, 73907402. https://
doi.org/10.1523/JNEUROSCI.283216.2017
Kafai, Y. B. (2006). Playing and making games for learning: Instructionist
and constructionist perspectives for game studies. Games and Culture,
1(1), 3640. https://doi.org/10.1177/1555412005281767
Kapp, K. M. (2012). The gamification of learning and instruction. San
Francisco: Pfieffer.
Karbach, J., & Schubert, T. (2013). Traininginduced cognitive and neural
plasticity. Frontiers in Human Neuroscience,7, 48. https://doi.org/
10.3389/fnhum.2013.00048
Klingberg, T., Forssberg, H., & Westerberg, H. (2002). Training of working
memory in children with ADHD. Journal of Clinical and Experimental
Neuropsychology,24, 781791. https://doi.org/10.1076/jcen.
24.6.781.8395
Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2019). Adding immersive
virtual reality to a science lab simulation causes more presence but less
learning. Learning and Instruction,60, 225236. https://doi.org/
10.1016/j.learninstruc.2017.12.007
Martinez, M. E. (2000). Education as the cultivation of intelligence. Mahwah,
NJ: Erlbaum.
Mayer, R. E. (2009). Multimedia learning (2nd ed.). New York: Cambridge
University Press.
PARONG AND MAYER 37
Mayer, R. E. (2014). Computer games for learning: An evidencebased
approach. Cambridge, MA: MIT Press.
Mayer, R. E. (2016). What should be the role of computer games in educa-
tion? Policy Insights From the Behavioral and Brain Sciences,3(1), 2026.
https://doi.org/10.1177/2372732215621311
Mayer, R. E. (2019). Computer games in education. Annual Review of Psy-
chology,70, 531549. https://doi.org/10.1146/annurevpsych
010418102744
Mayer, R. E., Parong, J., & Bainbridge, K. (2019). Young adults learning
executive function skills by playing focused video games. Cognitive
Development,49,4350. https://doi.org/10.1016/j.
cogdev.2018.11.002
Mayer, R. E., & Wittrock, M. C. (1996). Problemsolving transfer. In D. C.
Berliner, & R. C. Calfee (Eds.), Handbook of educational psychology (pp.
4762). New York, NY: Prentice Hall International.
Mayer, R. E., & Wittrock, M. C. (2006). Problem solving. In P. Alexander, P.
Winne, & G. Phye (Eds.), Handbook of educational psychology (pp.
287303). Mahwah. NJ: Erlbaum.
MelbyLervåg, M., Redick, T. S., & Hulme, C. (2016). Working memory
training does not improve performance on measures of intelligence or
other Measures of far Ttansfer: Evidence from a metaanalytic
review. Perspectives on Psychological Science,11(4), 51234. https://
doi.org/10.1177/1745691616635612
Parong, J., Mayer, R. E., Fiorella, L., MacNamara, A., Plass, J., & Homer, B.
(2017). Learning executive function skills by playing focused video
games. Contemporary Educational Psychology,51, 141151. https://
doi.org/10.1016/j.cedpsych.2017.07.002
Pilegard, C., & Mayer, R. E. (2018). Game over for Tetris as a platform for
cognitive skill training. Contemporary Educational Psychology,54,
2941. https://doi.org/10.1016/j.cedpsych.2018.04.003
Rebok, G. W., Ball, K., Guey, L. T., Jones, R. N., Kim, H. Y., King, J. W., &
Willis, S. L. (2014). Tenyear effects of the advanced cognitive training
for independent and vital elderly cognitive training trial on cognition
and everyday functioning in older adults. Journal of the American Geri-
atrics Society,62,1624. https://doi.org/10.1111/jgs.12607
Redick, T. S., Shipstead, Z., Harrison, T. L., Hicks, K. L., Fried, D. E.,
Hambrick, D. Z., & Engle, R. W. (2013). No evidence of intelligence
improvement after working memory training: A randomized, placebo
controlled study. Journal of Experimental Psychology: General,142,
359379. https://doi.org/10.1037/a0029082
Rickard, N. S., Bambrick, C. J., & Gill, A. (2012). Absence of widespread psy-
chosocial and cognitive effects of schoolbased music instruction in 10
13yearold students. International Journal of Music Education,30,
5778. https://doi.org/10.1177/0255761411431399
Sala, G., Aksayli, N. D., Tatlidil, K. S., Tatsumi, T., Gondo, Y., & Gobet, F.
(2018, April 26). Near and far transfer in cognitive training: A second
order metaanalysis. Collabra: Psychology,5(1). https://doi.org/
10.31234/osf.io/9efqd
Shaffer, D. W. (2006). How computer games help children learn. New York,
NY: Palgrave Macmillan. https://doi.org/10.1057/9780230601994
Shepard, R. N., & Metzler, J. (1971). Mental rotation of threedimensional
objects. Science,171(3972), 701703. https://doi.org/10.1126/
science.171.3972.701
Simons, D. J., Boot, W. R., Charbness, N., Gathercole, S. E., Chabris, C. F.,
Hambrick, D. Z., & StineMorrow, E. A. L. (2016). Do brain training pro-
grams work? Psychological Science,17(3), 103186.
Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise:
The case of video game players. Applied Cognitive Psychology,16,
97115. https://doi.org/10.1002/acp.759
Singley, M. K., & Anderson, J. R. (1989). The transfer of cognitive skill. Cam-
bridge, MA: Harvard University Press.
Squire, K. (2011). Video games and learning: Teaching and participatory cul-
ture in the digital age. New York, NY: Teachers College Press.
St. ClairThompson, H. L., & Gathercole, S. E. (2006). Executive functions
and achievements in school: Shifting, updating, inhibition, and working
memory. The Quarterly Journal of Experimental Psychology,59(4),
745759. https://doi.org/10.1080/17470210500162854
Thorndike, E. L. (1906). Principles of teaching. New York: Seiler.
Thorndike, E. L., & Woodworth, R. S. (1901). The influence of improvement
in one mental function upon efficiency of other functions. Psychological
Review,8, 247261.
Willis, S. L., Tennstedt, S. L., Marsiske, M., Ball, K., Elias, J., Koepke, K. M., &
Wright, E. (2006). Longterm effects of cognitive training on everyday
functional outcomes in older adults. Journal of the American Medical
Association,296, 28052814. https://doi.org/10.1001/jama.
296.23.2805
Wolinsky, F. D., Vander Weg, M. W., Howren, M. B., Jones, M. P., &
Dotson, M. M. (2013). A randomized controlled trial of cognitive train-
ing using a visual speed of processing intervention in middle aged and
older adults. PLoS ONE,8(5), e61624. https://doi.org/10.1371/journal.
pone.0061624
Wolinsky, F. D., Vander Weg, M. W., Howren, M. B., Jones, M. P., Martin,
R., Luger, T. M., & Dotson, M. M. (2011). Interim analyses from a
randomised controlled trial to improve visual processing speed in older
adults: The Iowa Healthy and Active Minds Study. BMJ Open,1(2),
e000225. https://doi.org/10.1136/bmjopen2011000225
How to cite this article: Parong J, Mayer RE. Cognitive conse-
quences of playing braintraining games in immersive virtual
reality. Appl Cognit Psychol. 2020;34:2938. https://doi.org/
10.1002/acp.3582
PARONG AND MAYER
38
... There has been a research discourse on the digital spaces` potential, both offthe-shelf (COTS) and educational games, to develop cognitive skills such as working memory, attention, and spatial cognition [1; 2] and the adolescent`s psychological potential as a whole [3]. A theoretical model of the teenager's personality psychosemantic identity and a teenager's psychological potential rhizomorphic model in virtual space have been developed. ...
... Проведено дослідницький дискурс щодо потенціалу цифрових просторів, як готових (COTS), так і навчальних ігор, для розвитку когнітивних навичок, таких як оперативна пам'ять, увага та просторове пізнання [1; 2] та психологічного потенціалу підлітка в цілому [3]. Розроблено теоретичну модель психосемантичної ідентичності особистості підлітка та ризоморфну модель психологічного потенціалу підлітка у віртуальному просторі. ...
... Accordingly, Parong J. and Mayer R.E. [3] investigated the immersive VR games effects on specific cognitive components, like perceptual attention, mental performance, working memory, visualization, visual field, and visual processing speed. They argued that immersion can increase a presence, motivation, and attention learner's sense in a virtual world, although their study results did not provide conclusive evidence that the game affects cognition`s specific components. ...
... The extensive use of various media devices has made it possible to introduce various forms of virtual communication and entertainment into their daily lives, seamlessly integrating online and offline communications to support social networks, easily switching between media communication types. There has been a research discourse on the digital spaces' potential, both off-the-shelf (COTS) and educational games, to develop cognitive skills such as working memory, attention, and spatial cognition [33; 32] and the adolescent's psychological potential as a whole [41]. A theoretical model of the teenager's personality psychosemantic identity and a teenager's psychological potential rhizomorphic model in virtual space have been developed. ...
... Широке використання різноманітних медіапристроїв дало змогу запровадити різноманітні форми віртуального спілкування та розваг у їхньому повсякденному житті, плавно інтегруючи онлайн-та офлайн-комунікації для підтримки соціальних мереж, легко перемикаючись між типами медіакомунікації. Проведено дослідницький дискурс щодо потенціалу цифрових просторів як готових (COTS), так і навчальних ігор, для розвитку когнітивних навичок, таких як оперативна пам 'ять, увага та просторове пізнання [33; 32] та психологічного потенціалу підлітка загалом [41]. Розроблено теоретичну модель психосемантичної ідентичності особистості підлітка та ризоморфну модель психологічного потенціалу підлітка у віртуальному просторі. ...
... Accordingly, Parong J. and Mayer R.E. [41] investigated the immersive VR games effects on specific cognitive components, like perceptual attention, mental performance, working memory, visualization, visual field, and visual processing speed. They argued that immersion can increase a presence, motivation, and attention learner's sense in a virtual world, although their study results did not provide conclusive evidence that the game affects cognition's specific components. ...
Article
Стаття містить огляд останніх досліджень у галузі вивчення можливостей та впливу віртуальних технологій на психіку та розвиток особистості в підлітковому віці, зокрема на активізацію внутрішніх психологічних потенціалів у цей віковий період, коли ситуація військового вторгнення в нашу країну часто не дає підліткам можливості реалізувати себе у звичних соціально прийнятних формах відповідно до соціальної ситуації розвитку та провідної діяльності. Широке використання різноманітних медіапристроїв дало змогу запровадити різноманітні форми віртуального спілкування та розваг у їхньому повсякденному житті, плавно інтегруючи онлайн- та офлайн-комунікації для підтримки соціальних мереж, легко перемикаючись між типами медіакомунікації. Проведено дослідницький дискурс щодо потенціалу цифрових просторів як готових (COTS), так і навчальних ігор, для розвитку когнітивних навичок, таких як оперативна пам’ять, увага та просторове пізнання [33; 32] та психологічного потенціалу підлітка загалом [41]. Розроблено теоретичну модель психосемантичної ідентичності особистості підлітка та ризоморфну модель психологічного потенціалу підлітка у віртуальному просторі. Обґрунтовано актуальність використання віртуальної реальності для різнобічного розвитку особистості в підлітковому віці. Віртуальний світ служить ігровим майданчиком для моделювання ситуацій психологічного розвитку з фізичного світу, таких як побудова ідентичності та самовираження, виникає резонне питання про ефективність віртуального світу для процесів покращення чи погіршення когнітивних навичок, розвитку чи втрати психологічних ресурсів особистості. Проєктування та розроблення будь-якого віртуального середовища має бути захоплюючим для дітей та молоді, щоб усвідомити весь потенціал творця та технології.
... Contrary to these findings, no strong evidence of an increase in spatial abilities was found after participants played Parong and Mayer (2020), a VR brain-training game, for 1.5 h. When we focused on spatial-ability performance in VR, we found that performance in perspective-taking tasks was increased by cues that included interactivity and/or agency, but not directionality alone (Gunalp et al., 2019). ...
... These studies reported a positive effect, especially for low-spatial-ability learners. A study that did not find significant changes argued that the cause might be the participants' short exposure to 1.5 h (Parong & Mayer, 2020). Considering the findings of Di and Zheng (2022) that describe an increased gain in spatial abilities in learning periods of more than 1 month, we found this to be a valid point. ...
Article
Full-text available
Background The importance of spatial abilities for individuals' success in science, technology, engineering, and mathematics (STEM) domains has been well established. Researchers have also emphasized the need to train engineering students in spatial ability. Although virtual reality (VR) offers prospects for training spatial abilities, research on the design of VR training environments remains incomplete. Purpose This review aimed to reveal the link between individuals' interactions in a VR environment and their spatial abilities and provide guidance for future research and the design of training settings. We also aimed to support students by aligning their interactions with individuals' spatial abilities or by using interactive VR to foster these abilities to create more equal opportunities in the field of engineering. Method A systematic review of existing literature was conducted to categorize and discuss recent findings. Results The study found that the reviewed literature (i) mainly considered mental rotation; (ii) showed advantages for high‐spatial‐ability learners and disadvantages for low‐spatial‐ability learners when they use interactive VR; (iii) indicated training possibilities, especially for low‐spatial‐ability learners, when they use interactive VR; and (iv) showed changes in not only interaction but also visualization parameters between experimental and control groups. Conclusion Interactive VR can be used to develop spatial abilities, particularly in low‐ability learners. However, it can also hinder these learners and favor high‐ability learners. Further research focusing on the interactive part of VR and the role of spatial ability is required to support design choices.
... Less than 1 hour/day 7 [1], [8], [14], [19] [10], [21], [22], [24] 1-2 hours/day 5 [4], [13], [18], [28], [30] 3-5 hours/day 2 [5], [26] According to Table IV, less than 1 hour per day is among the shortest used in the studies as the training period. For instance, playing video games three times per week for 45 minutes each session (0.32 hours per day) enhances working memory and reasoning abilities in older adults [8], while 30-40 minutes of exergame training improves mental flexibility, problem-solving skills, and executive controls without adverse effects typically associated with longer gaming sessions [14]. ...
... Han et al. [13] combined AR to improve the working memory of elderly people. Parong et al. [29] used a commercial cognitive VR game, Cerevrum, exploring the cognitive consequences of playing brain training games in a virtual environment. Escamilla et al. [8] proposed a Boxes Room task, which is inspired by the traditional N-back task, evaluating both visual and spatial working memory capacity. ...
Article
Full-text available
Working memory is crucial for higher cognitive functions in humans and is a focus in cognitive rehabilitation. Compared to conventional working memory training methods, VR-based training provides a more immersive experience with realistic scenarios, offering enhanced transferability to daily life. However, existing VR-based training methods often focus on basic cognitive tasks, underutilize VR’s realism, and rely heavily on subjective assessment methods. In this paper, we introduce a VR Sandbox for working memory training and evaluation, MEM-Box, which simulates everyday life scenarios and routines and adaptively adjusts task difficulty based on user performance. We conducted a training experiment utilizing the MEM-Box and compared it with a control group undergoing PC-based training. The results of the Stroop test indicate that both groups demonstrated improvements in working memory abilities, with MEM-Box training showing greater efficacy. Physiological data confirmed the effectiveness of the MEM-Box, as we observed lower HRV and SDNN. Furthermore, the results of the frequency-domain analysis indicate higher sympathetic nervous system activity (LFpower and LF/HF) during MEM-Box training, which is related to the higher sense of presence in VR. These metrics pave the way for building adaptive VR systems based on physiological data.
... motivation, self-efficacy, enjoyment; Buttussi & Chittaro, 2018;Han, 2020;Pande et al., 2021) as well as knowledge-retention (e.g. Moro et al., 2017;Parong & Mayer, 2020), either in isolation, or in comparison with more traditional forms of instruction and/or other media. However, results related to content learning (e.g. ...
Conference Paper
Full-text available
Through the theoretical lenses of embodied and enactive learning, this paper reports the instructional effectiveness of immersive virtual reality (VR) in helping undergraduates learn core biochemistry concepts. The reported pretest-posttest quasi-experimental study investigated how student enactment and learning of biochemical interactions in a VR simulation designed for embodied and enactive learning compared with traditional slideshow lecture-based instruction in terms of student learning outcomes across a number of cognitive (conceptual learning) and affective (intrinsic motivation, self-efficacy, perceived learning) measures. Thirty-eight undergraduates (17 females) who volunteered to participate in the study randomly received either the VR simulation (19), or slideshow-based traditional (18) instruction. Preliminary statistical analyses revealed that embodied and enactive interactions in VR: (i) had a significant positive impact on conceptual understanding in contrast to traditional instruction, and (ii) significantly helped in improving self-efficacy and confidence among the students, but was indifferent from the traditional instruction on student scores in intrinsic motivation and perceived learning tests.
... The effect that Lumosity has on the cognitive performance of users shows encouraging results, indicating that the group that was using the program for a period of time increased their cognitive performance twice as much compared to the control group that did not use the program [104]. Despite this, there are other studies that have found the same effects [105,106] even considering that it should not be called a "brain training program" [107]. ...
Article
Full-text available
Different investigations lead to the urgent need to generate validated clinical protocols as a tool for medical doctors to orientate patients under risk for a preventive approach to control Alzheimer’s disease. Moreover, there is consensus that the combined effects of risk factors for the disease can be modified according to lifestyle, thus controlling at least 40% of cases. The other fraction of cases are derived from candidate genes and epigenetic components as a relevant factor in AD pathogenesis. At this point, it appears to be of critical relevance the search for molecular biomarkers that may provide information on probable pathological events and alert about early detectable risks to prevent symptomatic events of the disease. These precocious detection markers will then allow early interventions of non-symptomatic subjects at risk. Here, we summarize the status and potential avenues of prevention and highlight the usefulness of biological and reliable markers for AD.
Article
The aim was to investigate the effect of brain training video games on improving visuospatial working memory and executive function in children with dyscalculia. This study employed a quasi-experimental, within-subjects design. Pre- post- and follow up test scores on visuospatial working memory and executive function were used. Sixty children from a primary education public school in Taif were selected. This study employed simple random method for selecting participants. Children assigned to the experimental group completed 18, 30 ms training sessions at the technology room in the presence of the researcher over a period of six weeks. The analyses were conducted using SPSS by performing a repeated-measures analysis of variance with a between-group factor and a with-group factor (pretest and posttest). Scheffé's post hoc test was also applied. The training helped the intervention group gain better scores in visuospatial working memory and executive function in post test compared to control one. There were significant differences in visuospatial working memory and executive function across different measurements(pre-post-and follow up).
Article
Full-text available
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement, a systematic literature review was carried out. No limitations were set regarding educational level, type of study, subject, and publication year. The related articles were retrieved from 5 databases (ERIC, Google Scholar, IEEE, SCOPUS, and Web of Science). A total of 112 articles were included, 16 research questions were explored, and a thematic analysis was conducted. To evaluate the quality of the articles included, the Mixed Methods Appraisal Tool (MMAT) was used. According to the findings, gamification and virtual reality support several pedagogical theories and approaches. Their adoption to and integration into education can enrich and transform traditional teaching and learning and were assessed positively by students and teachers. Gamification elements significantly affected students’ achievements. In comparison to traditional learning environments, gamified virtual reality learning environments were more motivating, engaging, and interactive and offered more opportunities for personalized and collaborative learning. Through the realistic and interactive experiences offered, students’ immersion and social presence can be enhanced, knowledge acquisition can be improved, and material comprehension can be facilitated. Positive changes in student attitude, behavior, and mentality as well as improved cognitive, physical, and social–emotional development were observed. When using learning environments that integrate both virtual reality and gamification, students’ learning outcomes, motivation, engagement, and self-efficacy were increased. Additionally, students’ academic performance, active involvement, and satisfaction were improved. Students’ curiosity, imagination, focus, and interest were enhanced and their skills and competences were developed. Finally, gamified virtual reality emerged as an effective educational tool that can improve learning at all educational levels, subjects, and contexts.
Article
Full-text available
Nowadays, Cognitive Intelligence plays an essential role especially on making decisions. The growth of digital media makes public thinks that video games are addictive. They think that video games are addictive and damaging. Games are design to refresh, challenge and help people to train their problem solving. In this research, the researcher explored the cognitive development of teenagers aged 13-18 with a puzzle-based digital game. Participants were 15 students studying in junior and senior high school. Participants were given three tests: pre-test and post-test by IQ test and a Game Engagement Questionnaire (GEQ) to explore the game's engagement from the participants' perspective. The average of Pre-Test is 113.2, while the Post-Test is 118.33. This Show that after playing the games it increases the IQ of the students. The researcher also discovered that many factors could influence the outcome of participant IQ. The GEQ shows that the participants agreed that some of the puzzle-based game might be a good or bad influence on them. Keywords: Cognitive Intelligence; Digital Games, Formal Operational Game-based Learning, Jean Piaget's Theory
Article
Full-text available
Theory building in science requires replication and integration of findings regarding a particular research question. Second-order meta-analysis (i.e., a meta-analysis of meta-analyses) offers a powerful tool for achieving this aim, and we use this technique to illuminate the controversial field of cognitive training. Recent replication attempts and large meta-analytic investigations have shown that the benefits of cognitive-training programs hardly go beyond the trained task and similar tasks. However, it is yet to be established whether the effects differ across cognitive-training programs and populations (children, adults, and older adults). We addressed this issue by using second-order meta-analysis. In Models 1 (k = 99) and 2 (k = 119), we investigated the impact of working-memory training on near-transfer (i.e., memory) and far-transfer (e.g., reasoning, speed, and language) measures, respectively, and whether it is mediated by the type of population. Model 3 (k = 233) extended Model 2 by adding six meta-analyses assessing the far-transfer effects of other cognitive-training programs (video-games, music, chess, and exergames). Model 1 showed that working-memory training does induce near transfer, and that the size of this effect is moderated by the type of population. By contrast, Models 2 and 3 highlighted that far-transfer effects are small or null. Crucially, when placebo effects and publication bias were controlled for, the overall effect size and true variance equaled zero. That is, no impact on far-transfer measures was observed regardless of the type of population and cognitive-training program. The lack of generalization of skills acquired by training is thus an invariant of human cognition.
Article
Full-text available
There is substantial interest in the possibility that cognitive skills can be improved by dedicated behavioral training. Yet despite the large amount of work being conducted in this domain, there is not an explicit and widely agreed upon consensus around the best methodological practices. This document seeks to fill this gap. We start from the perspective that there are many types of studies that are important in this domain—e.g., feasibility, mechanistic, efficacy, and effectiveness. These studies have fundamentally different goals, and, as such, the best-practice methods to meet those goals will also differ. We thus make suggestions in topics ranging from the design and implementation of control groups, to reporting of results, to dissemination and communication, taking the perspective that the best practices are not necessarily uniform across all study types. We also explicitly recognize and discuss the fact that there are methodological issues around which we currently lack the theoretical and/or empirical foundation to determine best practices (e.g., as pertains to assessing participant expectations). For these, we suggest important routes forward, including greater interdisciplinary collaboration with individuals from domains that face related concerns. Our hope is that these recommendations will greatly increase the rate at which science in this domain advances.
Preprint
Full-text available
Theory building in science requires replication and integration of findings regarding a particular research question. Second-order meta-analysis (i.e., a meta-analysis of meta-analyses) offers a powerful tool for achieving this aim, and we use this technique to illuminate the controversial field of cognitive training. Recent replication attempts and large meta-analytic investigations have shown that the benefits of cognitive-training programs hardly go beyond the trained task and similar tasks. However, it is yet to be established whether the effects differ across cognitive-training programs and populations (children, adults, and older adults). We addressed this issue by using second-order meta-analysis. In Models 1 (k = 99) and 2 (k = 119), we investigated the impact of working-memory training on near-transfer (i.e., memory) and far-transfer (e.g., reasoning, speed, and language) measures, respectively, and whether it is mediated by the type of population. Model 3 (k = 233) extended Model 2 by adding six meta-analyses assessing the far-transfer effects of other cognitive-training programs (video-games, music, chess, and exergames). Model 1 showed that working-memory training does induce near transfer, and that the size of this effect is moderated by the type of population. By contrast, Models 2 and 3 highlighted that far-transfer effects are small or null. Crucially, when placebo effects and publication bias were controlled for, the overall effect size and true variance equaled zero. That is, no impact on far-transfer measures was observed regardless of the type of population and cognitive-training program. The lack of generalization of skills acquired by training is thus an invariant of human cognition.
Article
Full-text available
Virtual reality (VR) is predicted to create a paradigm shift in education and training, but there is little empirical evidence of its educational value. The main objectives of this study were to determine the consequences of adding immersive VR to virtual learning simulations, and to investigate whether the principles of multimedia learning generalize to immersive VR. Furthermore, electroencephalogram (EEG) was used to obtain a direct measure of cognitive processing during learning. A sample of 52 university students participated in a 2 x 2 experimental cross-panel design wherein students learned from a science simulation via a desktop display (PC) or a head-mounted display (VR); and the simulations contained on-screen text or on-screen text with narration. Across both text versions, students reported being more present in the VR condition (d = 1.30); but they learned less (d = 0.80), and had significantly higher cognitive load based on the EEG measure (d = 0.59). In spite of its motivating properties (as reflected in presence ratings), learning science in VR may overload and distract the learner (as reflected in EEG measures of cognitive load), resulting in less opportunity to build learning outcomes (as reflected in poorer learning outcome test performance).
Article
Full-text available
The ubiquity of video games in today’s society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community—action video games, and cover the period 2000–2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies that inform us about the possibility of causally inducing changes in cognition via playing action video games, and show a smaller average effect of a third of a standard deviation (g = 0.34). Because only intervention studies using other commercially available video game genres as controls were included, this latter result highlights the fact that not all games equally impact cognition. Moderator analyses indicated that action video game play robustly enhances the domains of top-down attention and spatial cognition, with encouraging signs for perception. Publication bias remains, however, a threat with average effects in the published literature estimated to be 30% larger than in the full literature. As a result, we encourage the field to conduct larger cohort studies and more intervention studies, especially those with more than 30 hours of training.
Article
Full-text available
Lumosity is a subscription-based suite of online brain-training games, intended to improve cognitive skills. Due to an influx of products designed to train cognition through games such as Lumosity, it is important to determine their effectiveness for the sake of consumers and for the potential implications of any training effects for theories of transfer of cognitive skills. Two training experiments were conducted using the Lumosity platform. Participants were divided into three groups: those who trained with five attention games in Lumosity (attention group), those who trained with five flexibility games in Lumosity (flexibility group), and an inactive control group. Participants were assessed on accuracy and response time for two cognitive tests of attention (useful field of view and change detection) and two cognitive tests of flexibility (Wisconsin card sort and Stroop) both before and after a training period. In experiment 1, the training period was 3 h spread over four sessions. In experiment 2, the training period was 15 to 20 h spread over an average of 73 sessions. The trained groups did not show significantly greater pretest-to-posttest gains than the control group on any measures in either experiment, except in experiment 2 where the flexibility group significantly outperformed the other two groups on Stroop response time and UFOV reaction time. A practical implication concerns the lack of strong evidence for the effectiveness of brain-training games to improve cognitive skills. A theoretical implication concerns the domain specificity of cognitive skill learning from brain training games.
Chapter
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Article
Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are (a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; (b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and (c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games. Expected final online publication date for the Annual Review of Psychology Volume 70 is January 4, 2019. Please see http://www.annualreviews.org/page/journal/pubdates for revised estimates.
Article
Despite popular enthusiasm for using computer games as a way to train educationally relevant cognitive skills, a review of the research reveals a frequent lack of transferable learning outcomes resulting from computer game play (Mayer, 2014). One explanation could be that computer game environments are fast and forward-moving, whereas learning that leads to transfer is reflective, effortful, and requires integrating new information with prior knowledge. What can be added to computer games to facilitate learning that transfers outside of the game context? This study investigated how to train transferable spatial skills with Tetris. In Study 1 (value added study), participants who played Tetris along with explicit instruction in Tetris cognitive strategies across 4 sessions did not show greater gains in 6 cognitive skills, including spatial and perceptual skills, than participants who only played Tetris across 4 sessions. In Study 2 (cognitive consequences study), participants who played Tetris in Study 1 did not show greater gains in 6 cognitive skills than participants who did not play Tetris. This research demonstrates the failure of Tetris to train cognitive skills even with evidence-based training enhancements, and highlights the idea that fast-paced computer game playing can foster highly specific skills that do not transfer.