We are pleased to announce that in July a study using our specialised video game to improve cognitive health in 600 students was published by the Federation of European Neuroscience Societies (FENS) at their Forum in Milan. This is a very significant event because it is the first time that the FENS Forum has accepted an abstract on the improvement of cognitive health using video games. This notable achievement solidly underpins the approach of building evidence to show the positive benefit of our products to students and schools.
This is the abstract of the study.
Working memory and executive functioning are improved in school students using an applied action video game
Introduction
Claims have been made that computer games can improve cognitive health, but few studies substantiate this finding. We attempted to provide robust evidence of the transfer of cognitive ability from a computer game to an independent assessment of cognition.
Method
We used a specially developed validated cognitive tool comprising 10 tests, MyCognition Quotient (MyCQ), which can determine an individual’s cognitive abilities, based on the five main cognitive domains (Attention, Psychomotor Speed, Working Memory, Executive Functioning, Episodic Memory).
The tool feeds the results into our specially designed, applied computer video game, which we developed, it is tailor-made to train the domains that require improvement. Six hundred students (11-13 yrs.) from a Netherland's school enrolled in the study. All were tested, but only 300 received game training. After 4 weeks training (minimum 60 minutes per week) all students were tested again. After a further 4 weeks of training all of the students were tested again.
Results
The study showed positive effects at 4 weeks in all cognitive domains, with statistical significance in Working Memory and Executive functioning.
Domain
|
Mean
Difference
|
p-value
|
Cohen’s
d
|
Working
Memory
|
-0.266*
|
0.0102
|
-0.202
|
Episodic
Memory
|
-0.109^
|
0.3277
|
-0.077
|
Attention
|
0.093^
|
0.4818
|
0.055
|
Psychomotor
Speed
|
0.212^
|
0.1139
|
0.125
|
Executive
Functioning
|
-0.150*
|
0.0240
|
0.178
|
^ trend in favour of active
At 8 weeks the results were less compelling due to poor compliance, but a dose response (duration of training per week/cognitive health) was observed across all domains.
Conclusion
More work is required, but in this large study using an independent assessment of cognition, we were able to show the transfer of cognitive enhancement in at least two domains following personalised cognitive training. A qualitative assessment suggested that teachers and students saw benefits that were transferred to curriculum studies. Large scale follow-ups and further studies using this cognitive assessment tool and another applied video game are underway. Compliance was noted as a big issue and future games will be more engaging to ensure training beyond four weeks.
If you have any questions regarding this study or any aspect of our work, please contact myself, or one of our team.
Many thanks,
Priyanka Shah | Education Coordinator
My Cognition