Learning Cognitive Skills with Video Games

All You Can ET

All You Can is a focused video game created to train the executive function skill of switching. The premise of the game is that hungry aliens are descending, and the player must shoot up milkshakes and cupcakes to them depending on various features such as color or number of eyes. We were interested in whether the emotional design of the characters – color, shape, and facial expression – affected the switching skill gains, and overall whether playing All You Can ET for two hours improved switching skill compared to an active control group who played a word search game. We found there was no effect of emotional design on skill acquisition, but those who played All You Can ET had significantly better switching scores than those who played the control game.

Gwakkamole Game

Gwakkamole is a focused video game created to train the executive function skill of inhibiting. The premise of this whack-a-mole-type game is that the player is trying to make guacamole and must smash avocados as they appear on the screen. However, players must not smash avocados wearing spiked hats, hard hats, or are holding bombs. We were interested if the type of console the game was played on had an effect on inhibiting skill acquisition, as playing the game is, theoretically, more difficult on a tablet than playing on a desktop computer. We were also interested in whether playing Gwakkamole for two hours improved inhibiting skill – regardless of console-- compared to those who played a control word search game. We found that the type of console had no effect on skill acquisition and playing Gwakkamole did not improve inhibiting skill significantly more than playing the control game. We concluded from self-report data that the game was not difficult enough and not enjoyable for college aged students.

Crush Station Game

Crush Station is a custom video game designed to train the executive function skill of updating. The premise of the game is that an evil octopus has captured sea creatures in colored bubbles. As they move across the screen, players must remember what type of sea creature and the color of the bubble, and when they are occluded, must accurately report those features to release the creatures. Incorrect responses lead to the octopus eating the sea creatures. We are interested in whether playing two hours of this focused game improves updating skill compared to those who play a control word search game. This study is ongoing, but preliminary analyses are trending in favor of Crush Station.

Other Games

Other brain-training games, such as Lumosity, and action video games, like Call of Duty, have also been investigated to understand the cognitive consequences of playing commercially available brain training games on learning.