Examining the Neurocognitive Validity of Commercially Available, Smartphone-Based Puzzle Games
نویسندگان
چکیده
Cognitive assessment typically involves assessing a person’s cognitive performance in unfamiliar and arguably unnatural clinical surroundings. User-centred approaches to assessment and monitoring, driven by issues such as enjoyability and familiarity, are largely absent. Everyday technologies, for example, smartphones represent an opportunity to obtain an objective assessment of a person’s cognitive capabilities in a non-threatening, discreet and familiar way, e.g. by everyday puzzle games undertaken as a leisure activity at home. We examined the strength of relationships that exist between performance on common puzzle games and standard measures of neuropsychological performance. Twenty-nine participants, aged 50 65 years, completed a comprehensive neuropsychological test battery and played three smartphone-based puzzle games in triplicate: a picture puzzle [Matches Plus], a word puzzle [Jumbline] and a number puzzle [Sudoku]. As anticipated, a priori, significant correlations were observed between scores on a picture puzzle and visual memory test (r = 0.49; p = 0.007); a word puzzle and estimated verbal IQ (r = 0.53; p = 0.003) and verbal learning (r = 0.30; p = 0.039) tests; and a number puzzle and reasoning/problem solving test (r = 0.42; p = 0.023). Further analyses making allowance for multiple comparisons identified a significant unanticipated correlation (r = 0.49; p = 0.007) between number puzzle scores and a measure of nonverbal working memory. Performance on these smartphone-based games was indicative of relative cognitive ability across several cognitive domains at a fixed time point. Smartphone-based, everyday puzzle games may offer a valid, portable measure of assessing and monitoring cognition in older adults.
منابع مشابه
The effect of Electronic puzzle Games on Improving Reading Performance of Students with learning disorders
The purpose of this study was to investigate the effect of Electronic puzzle Games on improving the reading performance of students with learning disorders in Gorgan. The research was applied to the target and quasi-experimental, pre-test and post-test design with control group. The statistical population consisted of 255 female students of Shokufa and Dena provincial centers and non-profit cen...
متن کاملEffects of Smartphone Games on Levels of Anxiety, Depression, and Fatigue in Patients with Thalassemia
Background and purpose: Thalassemia is a chronic hereditary anemia that affects patients throughout life due to therapeutic measures such as blood transfusion. The aim of this study was to determine the effect of smartphone games on anxiety, depression, and fatigue in thalassemia patients. Materials and methods: In a quasi-experimental study, 36 thalassemia patients were selected by simple ran...
متن کاملExamining the Effect of Smartphone on Musculoskeletal Disorders and Neck Kinematic Among Smartphone Users in Different Postures and Tasks
Background and Objectives: In the last decade, the smartphones have become one of the most popular technologies around the world. Due to the multi-functional use of smartphones, the technology users spend long hours using it. Methods: This was a semi-experimental and experimental study. In the first section, 98 students entered the semi-experimental part and completed demographic and body map ...
متن کاملThe Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players
Introduction: Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles. Methods: A total of 80 players, aged 18 to 30 years, played four types of video games; Ru...
متن کاملThe Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players
Introduction: Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles. Methods: A total of 80 players, aged 18 to 30 years, played four types of video games; Ru...
متن کامل