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Video Games Kan Mak U Smartr

            Jason C. Allaire
           Anne McLaughlin
     North Carolina State University

          East Coast Game Conference
                April 26, 2012
Gains Through Gaming Lab
             (www.gainsthroughgaming.org)
• Co-Directors
   – Jason Allaire, Ph.D.
   – Anne McLaughlin, Ph.D.
• Research Collaborator
   – Maribeth Gandy, Ph.D (GA Tech)
• Doctoral Students
   – Amanda Trujillo
   – Laura Whitlock
   – Landon LaPorte
• National Science Foundation
   – #0905127, Division of Information & Intelligent Systems
Gains Through Gaming Lab
            (www.gainsthroughgaming.org)
• Identify commercially available video games that
  improve adults’ memory and cognitive functioning
   – Characteristics/properties of games
   – Conditions under which they are played
• Develop video games that incorporate the
  characteristics/properties that produce gains
• Consulting services
   – Help developers make games that would ALSO appeal to
     older adults
          – Not old people games
Negative Video Game Stereotypes
Negative Video Game Stereotypes
Negative Video Game Stereotypes
• “Norwegian killer Anders Behring Breivik prepared
  himself for the bombing and shootings that killed 77
  people by playing World of Warcraft and Call of
  Duty: Modern Warfare for a year.” CNN
Overlooked Positive Video Game Outcomes

•   Greater ability to perspective take
•   Better mood
•   Deal with post- traumatic stress
•   Increased hand-eye coordination
•   Reduced levels of pain
•   Distraction from snacking
•   Increased imagination
•   Greater perseverance
•   Better cognition
Video Games and Cognition

• Adolescents and adults who play video games tend
  to have better:
   – reaction time
   – spatial ability
   – problem solving
• When video games have been used as an
  intervention improvements in cognitive abilities are
  seen
Video Games and Cognition

• Increased field of view – action video game (Grand
  Theft Auto, Half-life, Counter-Strike, Marvel versus Capcom, Rogue Spear, and
  Super Mario Kart)
                                           – Green & Bavelier, 2006a, 2006b, 2007

• Spatial ability - Medal of Honor: Pacific Assault
                                                  – Feng, Spence, & Pratt, 2007
• Children improved in mental rotation test (MRT)
  scores playing Tetris
                                  – De Lisi & Wolford, 2002; Terlecki et al., 2008


• Increased reaction time – Atari games (Packman and
  Donkey Kong)
                                               – Dustman and colleagues 1992
                                            – Clark, Lanphear, and Riddick 1987
Video Games and Cognition
• If video games can be used to improve cognitive
  abilities in adolescents and adults could they be used
  in people who might really need it?



• Our research focuses on improving the cognitive
  functioning of older adults….
Aging and Cognition
• General start of age related change is over 65
• Most abilities start to decline surprisingly early
                                                        Perceptual Speed
          1.1                                           Spatial Ability
                                                        Reasoning
 Better




                                                        Memory
          0.7
                                                        Knowledge

          0.3


          -0.1


          -0.5


          -0.9
 Worse




          -1.3
              20's   30's   40's   50's   60's   70's     80's
Why Older Adults?

• Cognitive functioning declines with age
• Declines in cognition can lead to serious
  consequences
   – Dementia
• Baby Boomers are aging

• Why you should care about baby boomers…..
Why you should care about Baby Boomers:
            They out number you
• By 2020, 36% of Americans will be age 50 and over
   – almost one in five (17 percent) will be 65 or older
Why you should care about Baby Boomers:
      They have more money than you
• Wealthiest generation in the U.S.
  • annual spending power of over $2 trillion.
Why you should care about Baby Boomers:
    They are already playing video games
• According to the 2005 annual report by the
  Entertainment Software Association half of all
  Americans are playing video and computer games
  – 25% are more than 50 years old
  – another 45% are between 18 and 49 (although no further
    breakdown is provided in this age bracket)
  – the average age of the most frequent game purchaser is
    40 (ESA, 2006)
• Gameboomers.com
  – Forum with over 300,000 posts
Why you should care about Baby Boomers:
   They are familiar with the ‘setting’ of many
                      games
• Star Wars – 1977
  – Boomers were 13 to 31 years old
• Dungeons and Dragons - 1974, 1977
  – Boomers were 10 to 28 years old
• Wolfenstein – 1992
  – Boomers were 28 to 46 years old
• Atari 2600 – 1977
  – Boomers were 13 to 31 years old
Aging and Cognition: Traditional Interventions

• Over 30 years of cognitive intervention research
• Primary focus is the development use of skills for a
  single task
• Memory Example:
   – A list of numbers or words
   – Teach mnemonic techniques (chunking, categorizing, etc)
   – Give a list again and see if they improve
Aging and Cognition: Traditional Interventions

• Training in a specific ability produces significant gains
  for that target ability
• Little to no evidence that improving an ability
  actually translates to improvements in real-life
   – No transfer
Video Games as Interventions

• National Institute on Aging (NIA) has called for non-
  traditional approaches to interventions
• Quilting
• Exercise
• Acting class
• Video games
   – Myth vs. Reality
Video games as interventions: Myth

• Brain Agetm and Brain Age 2: More Training in
  Minutes a Day!
   – Over 4 million units sold each
Video games as intervention: Myth

• Brain Training Websites
   –   Luminosity
   –   Play With your Mind
   –   Happy Neuron
   –   CogFit
• All these sites use Flash games that are based on the
  principles of traditional interventions
Video games as intervention: Reality

• Gains in prose recall with memory games
                                    – Towle, Edman, & Lincoln, 1988

• Gains in memory with in-house games
                              – Farris, Bates, Resnick, & Stabler, 1994
• Decreased reaction time – Atari games (Packman and
  Donkey Kong)
                                    – Dustman and colleagues 1992
                                 – Clark, Lanphear, and Riddick 1987

• Decreases in task switching cost – Rise of Nations
                                  – Basok, Boot, Voss & Kramer 2008
Video games as intervention:
       The Case of Rise of Nations (Basak et al., 2008 )
• 40 older adults
   – average age = 70
   – 20 played RON for at least 23.5 hours (RON group)
   – The other 20 did nothing (Control group)
• Relative to the control group, the RON group
  exhibited substantial on many cognitive tasks:
   –   task switching
   –   inductive (abstract) reasoning
   –   short-term memory
   –   working memory
Video Games as Intervention:
                  A post-hoc review
• Three common attributes:
  – Novelty
  – Socially interactive environment
  – Attention-demanding tasks carried out over a period of
    time
Essential properties of the gaming environment:
                     Novelty
• Interacting with novel stimuli forms new connections
  in the brain and strengthens rarely used pathways
                             – Olesen, Westerberg, & Klingberg, 2003
• A stimulating environment promotes the growth of
  neural connections
                      – Greenough & Volkmar, 1973; Rosenzweig, 1966
Essential properties of the gaming environment:
               Social Interaction
• Social interaction relates to higher cognitive abilities
  in old age
     – Barnes, Mendes de Leon, Wilson, Bienias, & Evans, 2004; Lövdén, Ghisletta,
                                                         and Lindenberger, 2005

• Older adults with high social interaction show
  neurological changes that improve their ability to
  deal with stress
                        – Eisenberger, Taylor, Gable, Hilmert, & Lieberman, 2007

• Social interaction is related to life expectancy
                                                         – Maier & Klumb, 2005
Essential properties of the gaming environment:
              Sustained Attention
• Attention-demanding tasks carried out over a period
  of time
   – Single task
• Single task is good
• Switching between multiple tasks is better
   – Variable Priority Training
Our Recent Research Findings

• What we do in a nutshell:
   – We test older adults cognitive functioning
   – We have them play a video game
      • Varying conditions
   – We test them again and see if they got better
• World of Warcraft Study
• Wii Study
WoW Study

    • Experimental Group (n=17)
            – Time spent in-game: mean=14.99 hours,
            – Average # of quests = 14
            – Average level = 11


    • Control group: n=20
    • Average age = 67 years
    • Only 2 people in the intervention group

Whitlock, L., McLaughlin, A., & Allaire, J.C. (In Press). Individual
Differences in Response to Cognitive Training: Using a Multi-modal,
Attentionally Demanding Game-Based Intervention Computers in
Human Behavior. Computers in Human Behavior.
Why did we pick WoW?

• World of Warcraft
  –   Cognitively demanding
  –   Novel
  –   Social Interaction
  –   Sustained Attention
  –   Switching between tasks
       • Finding your way to quest objective
       • Killing Defias Bandits that attack you
  – Quests are cognitively demanding
Results: Elders with poor attention at
    pretest improved the most
Results: People with poor visio-spatial
      ability improved the most
WoW Study Take Home Messages

• Older adults will play a game called World of
  Warcraft
• Playing WoW for a realtively brief period of time
  improves some cognitive abilities
• The individuals who need the improvement the most
  benefitted the most
The Wii Study
• Determine the critical properties of the gaming
  environment that produce improvement
      • Social Interaction
      • Sustained Attention
• Create an older adult specific game that loads on the
  critical properties identified
Focus Group Results
• 2 groups, 17 participants total
• Mean age 75.15 years
• ~half men, half women

• Discussed and demonstrated games from the task
  analyses
• Given knowledge of amount of time required by a
  future study
Games that fulfilled the Task Requirements

•   World of Warcraft
•   Riven – puzzle game
•   Spore CreatureCreator –creativity game
•   BoomBlox – multiplayer puzzle game
Boom Blox
• Reverse Jenga
Design of Study
• Pretest  Intervention  Posttest
• Interventions Groups:
  – Attentional demand
     • Lower
     • Higher
     • Control (no game)
  – Social interaction
     • Alone
     • In a group
Measures
• Pretest and posttest battery of psychological
  measures
  –   Cognition
  –   Well-being
  –   Health
  –   Stress
  –   personality
Measures
• Added an
  accelerometer
  to the Wii
  remote
  – Record all the
    movements
    with Wii remote
• Galvanic skin
  response (GSR)
  – Arousal
Measures
• The Wiicord
Participants

•   154 older adults
•   Average 78 years old (63 – 97 years)
•   55% female
•   Average college degree
Do Older Adults Play Video Games?
Is there a Relationship between playing video
       games and cognitive functioning?

                     Play Video Games (0
                     = no; 1 = yes)

 Thinking speed      .28*
 Spatial ability     .31*
 Reasoning           .26*
 Memory              .25*
Perceived Benefits and Costs
Perceived Benefits and Costs
Participants who played the Wii got faster
           compared to control
Improvements were greatest when ability and
        challenge were matched




Slow Participants           Fast Participants
Improvements were greatest when ability and
        challenge were matched




Slow Participants           Fast Participants
Conclusions
• Almost half our sample reported playing video games
  at least once a month
• An overwhelming majority of older adults believed
  that playing video games did or can improve their
  mental and psychical health
   – Surprisingly they still believed video games could be
     addictive /time consuming
• Individuals who reported playing video games had
  better cognitive functioning at the outset
Conclusions
• Our BoomBlox intervention significantly improved
  older adults cognitive functioning
• More improvements when ability and challenge
  were matched
   – Low ability + low demand training = improvements
   – High ability + High demand training = improvements
• Adaptability of the game to player ability is key
   – Easy mode vs hard mode
   – Can we push people from one mode to another?
Future Directions
• Currently developing a game with colleagues at GA-Tech
• Continue to identify the specific characteristics of games
  that produce cognitive improvements
• What factors can be manipulated to make commercial
  games more appealing to older adults?
• How can we incorporate factors that improve cognition
  into a game without it being obvious?
• We are always evaluating new games for new studies

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Video Games Can Make You Smarter

  • 1. Video Games Kan Mak U Smartr Jason C. Allaire Anne McLaughlin North Carolina State University East Coast Game Conference April 26, 2012
  • 2. Gains Through Gaming Lab (www.gainsthroughgaming.org) • Co-Directors – Jason Allaire, Ph.D. – Anne McLaughlin, Ph.D. • Research Collaborator – Maribeth Gandy, Ph.D (GA Tech) • Doctoral Students – Amanda Trujillo – Laura Whitlock – Landon LaPorte • National Science Foundation – #0905127, Division of Information & Intelligent Systems
  • 3. Gains Through Gaming Lab (www.gainsthroughgaming.org) • Identify commercially available video games that improve adults’ memory and cognitive functioning – Characteristics/properties of games – Conditions under which they are played • Develop video games that incorporate the characteristics/properties that produce gains • Consulting services – Help developers make games that would ALSO appeal to older adults – Not old people games
  • 4. Negative Video Game Stereotypes
  • 5. Negative Video Game Stereotypes
  • 6. Negative Video Game Stereotypes • “Norwegian killer Anders Behring Breivik prepared himself for the bombing and shootings that killed 77 people by playing World of Warcraft and Call of Duty: Modern Warfare for a year.” CNN
  • 7. Overlooked Positive Video Game Outcomes • Greater ability to perspective take • Better mood • Deal with post- traumatic stress • Increased hand-eye coordination • Reduced levels of pain • Distraction from snacking • Increased imagination • Greater perseverance • Better cognition
  • 8. Video Games and Cognition • Adolescents and adults who play video games tend to have better: – reaction time – spatial ability – problem solving • When video games have been used as an intervention improvements in cognitive abilities are seen
  • 9. Video Games and Cognition • Increased field of view – action video game (Grand Theft Auto, Half-life, Counter-Strike, Marvel versus Capcom, Rogue Spear, and Super Mario Kart) – Green & Bavelier, 2006a, 2006b, 2007 • Spatial ability - Medal of Honor: Pacific Assault – Feng, Spence, & Pratt, 2007 • Children improved in mental rotation test (MRT) scores playing Tetris – De Lisi & Wolford, 2002; Terlecki et al., 2008 • Increased reaction time – Atari games (Packman and Donkey Kong) – Dustman and colleagues 1992 – Clark, Lanphear, and Riddick 1987
  • 10. Video Games and Cognition • If video games can be used to improve cognitive abilities in adolescents and adults could they be used in people who might really need it? • Our research focuses on improving the cognitive functioning of older adults….
  • 11. Aging and Cognition • General start of age related change is over 65 • Most abilities start to decline surprisingly early Perceptual Speed 1.1 Spatial Ability Reasoning Better Memory 0.7 Knowledge 0.3 -0.1 -0.5 -0.9 Worse -1.3 20's 30's 40's 50's 60's 70's 80's
  • 12. Why Older Adults? • Cognitive functioning declines with age • Declines in cognition can lead to serious consequences – Dementia • Baby Boomers are aging • Why you should care about baby boomers…..
  • 13. Why you should care about Baby Boomers: They out number you • By 2020, 36% of Americans will be age 50 and over – almost one in five (17 percent) will be 65 or older
  • 14. Why you should care about Baby Boomers: They have more money than you • Wealthiest generation in the U.S. • annual spending power of over $2 trillion.
  • 15. Why you should care about Baby Boomers: They are already playing video games • According to the 2005 annual report by the Entertainment Software Association half of all Americans are playing video and computer games – 25% are more than 50 years old – another 45% are between 18 and 49 (although no further breakdown is provided in this age bracket) – the average age of the most frequent game purchaser is 40 (ESA, 2006) • Gameboomers.com – Forum with over 300,000 posts
  • 16. Why you should care about Baby Boomers: They are familiar with the ‘setting’ of many games • Star Wars – 1977 – Boomers were 13 to 31 years old • Dungeons and Dragons - 1974, 1977 – Boomers were 10 to 28 years old • Wolfenstein – 1992 – Boomers were 28 to 46 years old • Atari 2600 – 1977 – Boomers were 13 to 31 years old
  • 17. Aging and Cognition: Traditional Interventions • Over 30 years of cognitive intervention research • Primary focus is the development use of skills for a single task • Memory Example: – A list of numbers or words – Teach mnemonic techniques (chunking, categorizing, etc) – Give a list again and see if they improve
  • 18. Aging and Cognition: Traditional Interventions • Training in a specific ability produces significant gains for that target ability • Little to no evidence that improving an ability actually translates to improvements in real-life – No transfer
  • 19. Video Games as Interventions • National Institute on Aging (NIA) has called for non- traditional approaches to interventions • Quilting • Exercise • Acting class • Video games – Myth vs. Reality
  • 20. Video games as interventions: Myth • Brain Agetm and Brain Age 2: More Training in Minutes a Day! – Over 4 million units sold each
  • 21. Video games as intervention: Myth • Brain Training Websites – Luminosity – Play With your Mind – Happy Neuron – CogFit • All these sites use Flash games that are based on the principles of traditional interventions
  • 22. Video games as intervention: Reality • Gains in prose recall with memory games – Towle, Edman, & Lincoln, 1988 • Gains in memory with in-house games – Farris, Bates, Resnick, & Stabler, 1994 • Decreased reaction time – Atari games (Packman and Donkey Kong) – Dustman and colleagues 1992 – Clark, Lanphear, and Riddick 1987 • Decreases in task switching cost – Rise of Nations – Basok, Boot, Voss & Kramer 2008
  • 23. Video games as intervention: The Case of Rise of Nations (Basak et al., 2008 ) • 40 older adults – average age = 70 – 20 played RON for at least 23.5 hours (RON group) – The other 20 did nothing (Control group) • Relative to the control group, the RON group exhibited substantial on many cognitive tasks: – task switching – inductive (abstract) reasoning – short-term memory – working memory
  • 24. Video Games as Intervention: A post-hoc review • Three common attributes: – Novelty – Socially interactive environment – Attention-demanding tasks carried out over a period of time
  • 25. Essential properties of the gaming environment: Novelty • Interacting with novel stimuli forms new connections in the brain and strengthens rarely used pathways – Olesen, Westerberg, & Klingberg, 2003 • A stimulating environment promotes the growth of neural connections – Greenough & Volkmar, 1973; Rosenzweig, 1966
  • 26. Essential properties of the gaming environment: Social Interaction • Social interaction relates to higher cognitive abilities in old age – Barnes, Mendes de Leon, Wilson, Bienias, & Evans, 2004; Lövdén, Ghisletta, and Lindenberger, 2005 • Older adults with high social interaction show neurological changes that improve their ability to deal with stress – Eisenberger, Taylor, Gable, Hilmert, & Lieberman, 2007 • Social interaction is related to life expectancy – Maier & Klumb, 2005
  • 27. Essential properties of the gaming environment: Sustained Attention • Attention-demanding tasks carried out over a period of time – Single task • Single task is good • Switching between multiple tasks is better – Variable Priority Training
  • 28. Our Recent Research Findings • What we do in a nutshell: – We test older adults cognitive functioning – We have them play a video game • Varying conditions – We test them again and see if they got better • World of Warcraft Study • Wii Study
  • 29. WoW Study • Experimental Group (n=17) – Time spent in-game: mean=14.99 hours, – Average # of quests = 14 – Average level = 11 • Control group: n=20 • Average age = 67 years • Only 2 people in the intervention group Whitlock, L., McLaughlin, A., & Allaire, J.C. (In Press). Individual Differences in Response to Cognitive Training: Using a Multi-modal, Attentionally Demanding Game-Based Intervention Computers in Human Behavior. Computers in Human Behavior.
  • 30. Why did we pick WoW? • World of Warcraft – Cognitively demanding – Novel – Social Interaction – Sustained Attention – Switching between tasks • Finding your way to quest objective • Killing Defias Bandits that attack you – Quests are cognitively demanding
  • 31. Results: Elders with poor attention at pretest improved the most
  • 32. Results: People with poor visio-spatial ability improved the most
  • 33. WoW Study Take Home Messages • Older adults will play a game called World of Warcraft • Playing WoW for a realtively brief period of time improves some cognitive abilities • The individuals who need the improvement the most benefitted the most
  • 34. The Wii Study • Determine the critical properties of the gaming environment that produce improvement • Social Interaction • Sustained Attention • Create an older adult specific game that loads on the critical properties identified
  • 35. Focus Group Results • 2 groups, 17 participants total • Mean age 75.15 years • ~half men, half women • Discussed and demonstrated games from the task analyses • Given knowledge of amount of time required by a future study
  • 36. Games that fulfilled the Task Requirements • World of Warcraft • Riven – puzzle game • Spore CreatureCreator –creativity game • BoomBlox – multiplayer puzzle game
  • 38. Design of Study • Pretest  Intervention  Posttest • Interventions Groups: – Attentional demand • Lower • Higher • Control (no game) – Social interaction • Alone • In a group
  • 39. Measures • Pretest and posttest battery of psychological measures – Cognition – Well-being – Health – Stress – personality
  • 40. Measures • Added an accelerometer to the Wii remote – Record all the movements with Wii remote • Galvanic skin response (GSR) – Arousal
  • 42. Participants • 154 older adults • Average 78 years old (63 – 97 years) • 55% female • Average college degree
  • 43. Do Older Adults Play Video Games?
  • 44. Is there a Relationship between playing video games and cognitive functioning? Play Video Games (0 = no; 1 = yes) Thinking speed .28* Spatial ability .31* Reasoning .26* Memory .25*
  • 47. Participants who played the Wii got faster compared to control
  • 48. Improvements were greatest when ability and challenge were matched Slow Participants Fast Participants
  • 49. Improvements were greatest when ability and challenge were matched Slow Participants Fast Participants
  • 50. Conclusions • Almost half our sample reported playing video games at least once a month • An overwhelming majority of older adults believed that playing video games did or can improve their mental and psychical health – Surprisingly they still believed video games could be addictive /time consuming • Individuals who reported playing video games had better cognitive functioning at the outset
  • 51. Conclusions • Our BoomBlox intervention significantly improved older adults cognitive functioning • More improvements when ability and challenge were matched – Low ability + low demand training = improvements – High ability + High demand training = improvements • Adaptability of the game to player ability is key – Easy mode vs hard mode – Can we push people from one mode to another?
  • 52. Future Directions • Currently developing a game with colleagues at GA-Tech • Continue to identify the specific characteristics of games that produce cognitive improvements • What factors can be manipulated to make commercial games more appealing to older adults? • How can we incorporate factors that improve cognition into a game without it being obvious? • We are always evaluating new games for new studies

Editor's Notes

  1. The focus groups indicated great interest in improving their abilities, though we made it clear they will have to devote significant effort to our intervention to achieve change. This is in line with previous qualitative research on older adult interest in gaming (Belchior, 2008). Comments from the focus groups included: “This would be great for someone who is housebound,” “I could see playing games as a way to interact with my grand daughters in Massachusetts” and “I like it because I can see where it would get more difficult, sort of a brain and muscle thing [talking about coordination of the two].” In addition to their verbal comments, we collected opinions on games in general and specifically the games that met our cognitive criteria. Older adults expressed interest in the social aspects of all games, self-improvement, and some desire for competition. Thirty percent of participants surveyed indicated they would be more likely to play video games if they could play with friends or family and, on average, agreed that they "like playing games because of the social interaction with friends" and "like playing games because of the experience of getting better and better in a certain game" (M=4.23, SE=0.43 and M=4.25, SE=0.28 respectively on a 6-point Likert scale raging from 1=Strongly disagree to 6=Strongly agree). Through this process we eliminated games that met our cognitive task analyses criteria but were disliked by older adults (e.g., Spore Creature Creator, “I cannot see any attraction in it,” “I have so little time in my life left I can’t imagine [spending it playing this]”). BoomBlox, a game on the Nintendo Wii, was rated the most highly of the demonstrated games. Unasked, older adults in each focus group mentioned either playing or watching others play Wii games at a local senior center. This excitement and interest from our target population contributed to our choice of BoomBlox and the Wii interface from the list of task-analyzed suitable games (Figure 2).