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Computers in Human Behavior 29 (2013) 1318–1324

Contents lists available at SciVerse ScienceDirect

Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Video game training to improve selective visual attention in older adults


Patrícia Belchior a,⇑, Michael Marsiske b,⇑, Shannon M. Sisco b, Anna Yam b, Daphne Bavelier c,
Karlene Ball d, William C. Mann e
a
School of Physical and Occupational Therapy, McGill University, Canada
b
Department of Clinical and Health Psychology, University of Florida, United States
c
Department of Brain and Cognitive Sciences, University of Rochester, United States
d
Department of Psychology, University of Alabama-Birmingham, United States
e
Department of Occupational Therapy, University of Florida, United States

a r t i c l e i n f o a b s t r a c t

Article history: The current study investigated the effect of video game training on older adult’s useful field of view per-
Available online 1 March 2013 formance (the UFOVÒ test). Fifty-eight older adult participants were randomized to receive practice with
the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated
Keywords: UFOV training program, or into a no contact control group. Examining pretest–posttest change in selec-
Aging tive visual attention, the UFOV improved significantly more than the game groups; all three intervention
Visual attention groups improved significantly more than no-contact controls. There was a lack of difference between the
Training
two game conditions, differing from findings with younger adults. Discussion considers whether games
Videogames
Older adults
posing less challenge might still be effective interventions for elders, and whether optimal training dos-
ages should be higher.
Ó 2013 Elsevier Ltd. All rights reserved.

1. Introduction cessing speed/efficiency by which central and peripheral targets


can be identified (Ball, Edwards, & Ross, 2007).
The focus of the current study was to examine whether off-the- UFOV performance appears to have practical implications:
shelf video games, particularly so-called first person action video Better UFOV has been associated with better driving (De Raedt
games, could boost useful field of view (UFOV, a widely studied & Ponjaert-Kristoffersen, 2000; Roenker, Cissell, Ball, Wadley, &
measure of speed of processing and visual attention) in older Edwards, 2003) and everyday task performance (Ball et al.,
adults. UFOV yields an estimate of the size of the visual area within 2007), and UFOV testing has been integrated into some elder
which targets can capture attention during a brief inspection per- driving assessment contexts (Clay et al., 2005; Myers, Ball, Kali-
iod, and has been shown to be negatively related to age (Ball, na, Roth, & Goode, 2000). It follows that UFOV improvements
Beard, Roenker, Miller, & Griggs, 1988; Sekuler, Bennett, & Mamel- are expected to be related to maintained mobility and everyday
ak, 2000). The deterioration of the UFOV is characterized by a de- functioning.
crease in the efficiency with which individuals can extract The UFOV test is comprised of three subtasks: speed of process-
information from a cluttered scene, rather than by a shrinking of ing, divided attention and selective attention, which build on top of
the field of view per se. Furthermore, the decrease in efficiency is each other in complexity. Several training studies have found that
increased when conditions require the division of attention be- UFOV can be improved with fairly brief computer-based instruc-
tween central and peripheral tasks (Sekuler et al., 2000). When tion on the criterion task (Edwards et al., 2005). Training is usually
there is training, the primary goal of the UFOV is to improve pro- adaptive, beginning at the lowest level of skill in which the partic-
ipant shows performance below a defined criterion. Training goals
are to increase speed of processing as well as the peripheral eccen-
⇑ Corresponding authors. Addresses: School of Physical and Occupational Ther-
tricity of detected targets. In ACTIVE, a multi-site clinical trial of
apy, McGill University, Hosmer House, 3654 Promenade Sir William Osler, Montreal
(QC), Canada H3G 1Y5. Tel.: +1 514 398 4400x00675; fax: +1 514 398 8193 (P. adults aged 65 years and older, initial UFOV intervention effects
Belchior), Department of Clinical and Health Psychology, University of Florida, PO were maintained up to 5 years post-intervention (Ball et al.,
Box 100165, Gainesville, FL 32610-0165, United States. Tel.: +1 352 273 5097; fax: 2002; Willis et al., 2006).
+1 352 720 5897 (M. Marsiske).
The rationale for examining video games as an alternative ap-
E-mail addresses: Patricia.belchior@mcgill.ca (P. Belchior), marsiske@phhp.u-
fl.edu (M. Marsiske), ssisco@phhp.ufl.edu (S.M. Sisco), ayam@phhp.ufl.edu (A. Yam),
proach to training UFOV-related visual attention stems from prior
daphne@bcs.rochester.edu (D. Bavelier), kball@uab.edu (K. Ball), wmann@phhp.u- research with younger adults and from practical considerations.
fl.edu (W.C. Mann). Studies by Green and Bavelier (2003, 2006a) and colleagues

0747-5632/$ - see front matter Ó 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2013.01.034
P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324 1319

(Achtman, Green, & Bavelier, 2008) have shown that the training of achieve effect size determination (as also reported in the paper)
young adult non-gamers in action video games (Medal of Honor, to permit the powering of future larger scale trials.
Unreal Tournament) improves UFOV, as well as other aspects of
attention including attention to objects, attention in time, and
more basic aspects of vision such as reduced crowding and greater
2. Materials and methods
contrast sensitivity. From a practical point of view, video game
consoles are widely available at low cost and most older adults al-
2.1. Ethics statement
ready own a television set. Training at home, and in the context of
leisure play, might facilitate intervention compliance and increase
All research was approved by the Institutional review board
training dosage (Hertzog, Kramer, Wilson, & Lindenberger, 2009).
(IRB02, FWA00005790, DHHS Institutional Profile Code: 513806,
This would address challenges inherent in prior laboratory based
Federal Entity Identification Number: 1596002052A1) of the Uni-
research. When interventions require travel to centralized facilities
versity of Florida. Informed consent was obtained for all partici-
during defined office hours, only more persistent or committed
pants, and the investigation was conducted according to the
participants are likely to remain compliant. Furthermore, ‘‘busi-
principles expressed in the Declaration of Helsinki.
ness’’ hours limit the exposure time to the training program. In
addition, Park, Gutchess, Meade, and Stine-Morrow (2007) have ar-
gued that active leisure (‘‘productive engagement’’) which encour-
ages the formation of new schema will be more likely than 2.2. Sample
‘‘receptive engagement’’ (e.g., reading, listening to music) to lead
to the development of improved cognition. Furthermore, recent As is typical for almost all studies in this field of research, the
work employing strategy-based video games with older adults, sample was a community-solicited volunteer group from the com-
has documented improvements in executive skills such as the abil- munity surrounding University of Florida. Participants’ characteris-
ity to switch between task sets (Basak, Boot, Voss, & Kramer, 2008). tics were reflective of the local community. Fifty-eight non-gamers
The mechanisms by which action video games impact visual completed the entire study; they were generally young-old (mean
and cognitive skills are still unknown. It has been posited that ac- age = 74.5 years, SD = 6.7, range = 65–91), college-educated (mean
tion video game play facilitates a general speed of processing education = 16 years, SD = 2.4, high school to doctorate), and all
improvement, presumably by (a) the game demands for fast and were White. There were 30 women and 28 men. Participants were
frequent decisions (Green, Pouget, & Bavelier, 2010), (b) the use recruited by phone calls, by mail, and through flyers that were dis-
of a dynamic display and a rich environment to explore, (c) the tributed in the community.
need for divided attention at all times, and (d) the rapid pace Three randomized participants (one from each intervention
requiring non-stop decision making (Achtman et al., 2008). In addi- group – MOH, UFOV, Tetris) dropped out prior to the onset of train-
tion, Clark, Fleck, and Mitroff (2011) found that video game players ing and were not included in the analysis. No participant dropped
(VGPs) and non-video game players (NVGPs) use different search out after the training had initiated. Given the small sample size, it
patterns when exploring a visual scene. VGP are more likely to is not surprising that there were no differences between dropout
search the visual scene broadly while NVGP are more likely to per- and completing participants in age, years of education, gender,
severe in a given region. Furthermore, VGP require fewer expo- MMSE, or visual acuity (p > .05).
sures to the change stimulus to detect its presence. It can be the As described in greater detail below, participants were random-
case that VGP are able to capitalize on their visual processing abil- ized into four groups (Medal of Honor n = 14; Useful Field of View
ities and explore larger areas of the image or alternatively they n = 16; Tetris n = 15; Control n = 13). With an average group size of
might use a different strategy to employ a broad search strategy. 14.5, this design was powered to detect an omnibus effect size Co-
Another study found that video game playing can alter funda- hen’s f or 0.45 at power = 0.80. This corresponds to an eta-squared
mental characteristics of the visual system such as the spatial res- of 0.17.
olution of visual processing across the visual field (Green &
Bavelier, 2007). The spatial resolution of visual attention was mea-
sured by the smallest distance a distracter could be from a target 2.3. Inclusion and exclusion criteria
without compromising target identification. Results showed that,
compared with a non-video game player, an action video game Included participants were (a) 65 years or older, (b) had very lit-
player could tolerate smaller target-distracter distances. tle or preferably no video game usage in the past 6 months (same
Prior work employing video game interventions also suggests criteria used by Green & Bavelier, 2003), (c) scored 24 or higher on
that video games, due to their multimodal engagement of re- the Mini Mental State Examination (MMSE), (d) were willing to
sources, might facilitate enhancement of processing components participate in 6 training sessions, and (e) had visual acuity of 20/
with more widespread consequences, which as Hertzog et al. 70. Visual acuity tests were used because eye sensory function
(2008) argue, might be particularly appropriate for individuals plays an important role in UFOV test performance and training ef-
with better-preserved latent cognitive potential. fects could be compromised by a lack of visual acuity. Participants
The current study sought to augment the video game literature with composite scores of 200 (combined scores from speed, di-
by (a) extending a previously employed video game training ap- vided and selective attention tasks) or lower on the UFOV were ex-
proach to older adults (i.e. Medal of Honor, Green & Bavelier, cluded from the study because of limited room for improvement
2003), (b) including a no-contact control group, and (c) including (i.e., their baseline performance already exceeded the established
a clinically validated training condition (UFOV training), which criterion for training). With regard to participants’ status as novice
has been shown to effectively enhance UFOV skills in prior studies gamers, no participants reported playing any of console games
(Ball et al., 2002). This clinically validated group could serve as a prior to this study. The only game that a subset of participants re-
benchmark for gauging video game training effect sizes. This study ported playing was solitaire on a computer; those participants
was also intended as a feasibility/pilot study to investigate the use were not excluded, since there was no clear association between
of video games to train visual attention in a group of older adults. that game and the demands of the console game. It should be fur-
As such, beyond the goal of finding statistically significant training ther noted that fewer than five of 58 participants reported playing
group differences (as reported in this paper), we also sought to even these simple computer games.
1320 P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324

2.4. Measures 2003, n = 15); or (4) no-contact control (pre- and posttest only,
n = 13). Pre- and post assessments were completed within 1 week
Three subtasks from the UFOVÒ test were included as depen- of interventions.
dent measures (same as in Ball et al., 2002). Each subtask pre- The two video game training conditions (MOH and Tetris) em-
sented stimuli at speeds ranging from 16 to 500 ms. For each ployed a Sony PlayStation 2 (PS2), console model 97060 and a dual
subtask, a double staircase method determined an individual’s shock 2 analog controller, model 97026. The games were presented
threshold of 75% correct performance. This value, assessed in mil- on a 1900 TV monitor. The UFOV training was administered via a
liseconds, was the individual’s score on the task. UFOV training fo- desktop computer. A CPU was connected to a 2100 ELO touch screen.
cus on increasing speed of processing and speed of responding is For the three training conditions, training consisted of six 90-
not important. The subtasks (see Fig. 1), in order of incremental min sessions administered over 2–3 weeks. Training was sched-
difficulty, were: uled according to participants’ preferred time of day. For consis-
tency, to control time-of-day effects within subject, participants
2.4.1. Speed were trained at the same time of day for all subsequent sessions.
This subtask required accurate identification of a centrally-pre- Trainers were undergraduate student assistants who had extensive
sented object (two-dimensional line drawing of a car or truck). self-reported experience with action video games. All trainers re-
ceived instruction in the implementation of the training protocol,
2.4.2. Divided attention which was manualized. Manuals with step by step instructions
This subtask required both accurate object identification and on game play were developed for both video game conditions.
simultaneous accurate localization of a peripherally-presented car. For the UFOV condition, a training manual previously used in the
ACTIVE (Ball et al., 2002) study was used. Trainings were provided
2.4.3. Selective attention individually or in groups of 2. Training is summarized below, and
This subtask was similar to Divided Attention, but added visual full copies of the training manual are available from the authors
clutter (multiple equilateral triangles that filled most of the blank upon request.
areas of the screen), requiring rapid visual search to localize the For both video game conditions (Medal of Honor, Tetris), the
peripheral target. trainer played the game for about 10 min in order to model game
The analysis was conducted using each subscore as a separate play and the requisite skills. Next, the trainer demonstrated use
within-person level of a task factor. The score for each subtask of the controller to the participants.
could range from 16 ms (the minimum frame rate the computer
could detect) to 500 ms (a maximum time-out criterion). Lower 2.5.1. Medal of Honor training
scores indicated better speed of processing skills. Specifically, the In this training, participants played the ‘‘first person shooter’’
score assigned to each subtask reflected the presentation time video game Medal of Honor – Rising Sun, first with guidance from
needed to achieve at least 75% accuracy on the central task (for a student trainer and then more independently. The MoH training
Speed) and on the peripheral task as well (for Divided and Selective was conducted in a lighted room with normal office (fluorescent)
Attention). lighting, using low-glare television screens.
To permit comparisons with the ACTIVE study (Ball et al., 2002), The MOH game is quite challenging for novice elders, so diffi-
we used the identical UFOV presentation platform as the ACTIVE culty level was made manageable by use of step by step instruc-
study, which was a DOS based platform, with no chin rest. The tions on how to play the game, which were presented by an
training procedure was identical to that reported in Ball et al. experienced trainer/coach, using a Microsoft Power Point presenta-
The UFOV testing and training were conducted in a darkened room, tion on a computer that was placed next to the participants. Train-
following standardized instructions associated with that training ing broke the game into missions, and manualized all the steps
program. needed to successfully solve a mission. The experienced coach/
interventionist first modeled successful game play, talking aloud
2.5. Design and procedure as they progressed through the mission. The coach then had partic-
ipants execute all the manualized steps themselves, starting and
Participants were randomized to one of four groups: (1) Medal stopping as much as needed, until they had successfully completed
of Honor training (MOH; target intervention for this study, a mission. Finally, participants played through the mission from
n = 14); (2) clinically validated UFOV training (Ball et al., 2002, beginning to end, and continued to play until they had successfully
n = 16); (3) Tetris (placebo control) training (Green & Bavelier, completed the mission. This shaping by steps ensured that all

Fig. 1. Useful field of view subtasks.


P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324 1321

participants could experience some progress. Trainers were avail- measure and with peripheral targets close to the center of the
able to offer guidance and support throughout game play. Once screen. As participants mastered performance at that level, periph-
participants had mastered a mission on their own (achieving all eral eccentricity was gradually increased to maximum, then pre-
mission objectives, as detailed in the training manual), they could sentation time was decreased by 40 ms, and the localization
‘‘graduate’’ to the next mission. All trained participants experi- ladder from central-to-peripheral was repeated until the training
enced progress in game play: 21% completed missions 1–3, 50% criterion was reached.
completed missions 1–4, and 29% completed missions 1–5.

3. Results and discussion


2.5.2. Tetris training
In this placebo training condition, participants played the video
3.1. Assessment of baseline differences between treatment groups
game Tetris (Tetris Worlds for PS2, arcade mode). In the game,
which is a classic 1980s arcade game, seven randomly rendered
An analysis of variance was conducted to determine whether
tetrominoes – shapes composed of four blocks each – fall down
there were differences between the four intervention groups in
the playing field. The object of the game is to manipulate these
demographic status, age, years of education, gender, race, cognitive
tetrominoes to create a horizontal line of blocks without gaps.
status (MMSE), and visual acuity. The omnibus test revealed that
When such a line is created, it disappears, and the blocks above
there were no significant differences between the four groups, sug-
(if any) fall. As the game progresses, the tetrominoes fall faster,
gesting that randomization had distributed participant characteris-
and the game ends when the stack of tetrominoes reaches the
tics similarly across the groups. Table 1 shows the characteristics
top of the playing field. Unlike MOH, the Tetris game scenario did
of the sample on the variables assessed, both for the total group
not change over the course of the following sessions. The partici-
and by intervention subgroup. P-values shown reflect the absence
pants had to repeat the same task over and over again; however
of a significant overall difference between groups.
as game play improved, the speed of tetramino dropping increased.
It should also be noted that participants had to visually process the
tetramino at the top of the screen, while simultaneously determin- 3.2. Training effect on visual attention
ing the optimal position for its placement at the bottom of the
screen. Thus, Tetris required continual visual scanning and spatial In UFOV training, goal performance on the Speed subtask is
manipulation, although tetraminos were usually presented more 630 ms and on the Divided Attention subtask 640 ms. Preliminary
in the central and less in the peripheral fixation region. analyses revealed that the majority of participants were perform-
ing at or better than this criterion on the Speed (93%) and Divided
2.5.3. Useful field of view (UFOV) training Attention (53% at 640 ms) subtasks at baseline. In contrast only
For this training, a manual previously employed in ACTIVE (Ball one participant (1.7%) was at or below the 680 ms training goal
et al., 2002) was used. In the initial assessment, participants re- for Selective Attention. This applied to all groups, and meant re-
ceived a preliminary score on the each of the three UFOV subtasks. duced sensitivity to change for these first two outcomes.
Participants were considered not in need of further training on a A 3  2  4 ANOVA was conducted with two within-persons
subtask if they were scoring 30 ms or better on Speed, 40 ms or factors (UFOVÒ Task: Speed, Divided Attention, Selective Attention
better on Divided Attention, or 80 ms or better on Selective Atten- and Test: Pretest, Posttest) and one between-person factor (Train-
tion. Training began at participants’ current skill level, starting at ing Group: Medal of Honor, UFOV, Tetris, no-contact). A significant
the most challenging level (speed followed by Divided Attention main effect was revealed for Test (prepost), F(1, 54) = 23.49,
followed by selective attention) at which the participant was per- p < .001, g2 = .30, Cohen’s f = 0.65 and UFOVÒ task,
forming worse than the pre-specified training criterion. Within a F(2, 108) = 178.36, p < .001, g2 = .77, Cohen’s f = 1.83 but no signifi-
given task, training started at roughly the presentation time at cant main effect was found for Group, F(3, 54) = 1.27, p = .294,
which they performed with high accuracy (75%) on the screening g2 = .07, Cohen’s f = 0.27. A significant two-way interaction effect

Table 1
Sample characteristics both for the total group and by intervention subgroup.

Total sample (N = 58) MOH group (N = 14) UFOV group (N = 16) Tetris group (N = 15) Non contact (N = 13) p-Values
Age .81
M 74.7 74.8 73.7 75.8 73.7
(SD) (6.4) (6.3) (6.2) (8.5) (5.3)
Education .72
M 16.0 15.8 15.6 16.5 16.3
(SD) (2.4) (2.5) (2.6) (2.6) (1.7)
Sex .33
Male
N 28 9 5 7 7
(%) (48.3) (64.3) (31.2) (46.6) (53.8)
Female
N 30 5 11 8 6
(%) (51.7) (35.7) (68.8) (53.4) (46.2)
MMSE .42
M 29.8 29.2 29.2 29.4 29.0
(SD) (5.2) (.97) (1.5) (.91) (1.2)
Vision .26
M 85.2 87.2 86.8 86.3 79.6
(SD) (11.5) (5.9) (3.9) (5.1) (22.3)
Snellen equivalent
20/18 20/17 20/17 20/17 20/20

Note: MOH = Medal of Honor; UFOV = useful field of view; MMSE = Mini Mental State Examination.
1322 P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324

Table 2
ANOVA summary tables for three visual attention outcomes.

Source df Speed Divided Attention Selective Attention


2 1 2
F g /f F g /f F g2/f
Between-subjects
Group (G) 3 0.75 0.04 /0.20 1.77 0.09 /0.31 0.94 0.05/0.23
Error 54 198.84 7020.19 21436.67
Within subjects
Test (T) 1 2.74 0.05 /0.23 5.93* 0.10 /0.33 26.49*** .33/0.70
Group  Test 3 1.45 0.08 /0.29 1.05 0.06 /0.25 4.49** .20/0.50
Error 54 183.64 2255.33 2881.05

Note: values enclosed in parentheses represent mean square errors. g2 = partial eta squared, f = Cohen’s f, estimate of effect size.
*
p < .05.
**
p < .01.
***
p < .001.

Table 3
Change of useful field of view performance by group from pretest to posttest.

Measure Training group


UFOV (n = 16) Medal of Honor (n = 14) Tetris (n = 15) No-contact (n = 13)
Pretest Posttest Pretest Posttest Pretest Posttest Pretest Posttest
UFOV speed
M 19.88 16.94 18.29 19.43 20.13 18.53 30.15 16.85
SD 5.48 2.11 3.27 4.22 8.92 3.62 39.17 2.15
UFOV divided
M 41.69 24.56 85.36 43.43 95.73 66.67 61.92 63.92
SD 20.52 11.55 86.24 37.96 100.61 70.68 72.98 92.01
UFOV selected
M 209.00 118.63 225.64 172.64 256.93 185.33 209.54 218.69
SD 54.44 72.71 114.76 108.39 131.91 119.85 114.22 148.38

Note: Lower scores represent faster (better) performance. M = mean, SD = standard deviation, UFOV = useful field of view.

ing that the Medal of Honor effect would not be judged significantly
was revealed for Test  UFOVÒ task, F(2, 108) = 11.44, p < .001 greater than controls.
g2 = .18, Cohen’s f = 0.47, but no significant interaction effects were
revealed for UFOVÒ task  Group, F(6, 108) = .945, p = .467, g2 = .05,
Cohen’s f = 0.23 or Test  Group, F(3, 54) = 2.37, p = .081, g2 = .12 4. Conclusion
Cohen’s f = 0.37. All lower order effects were qualified by a signif-
icant three-way interaction: Test  UFOVÒ task  Group effect, The current study findings are promising but should be inter-
F(6, 108) = 3.40, p < .004, g2 = .16, Cohen’s f = 0.44. preted with caution due to low sample size, minimal training dos-
Followup univariate ANOVAs were conducted for each UFOVÒ age and the lack of racial/ethnic diversity in the sample. Clearly,
task (Speed, Divided Attention, Selective Attention). Main effects generalizability of the current findings to a larger and more diverse
and interaction of Test (2: pretest, posttest) and Group (4: Medal population of elders is a necessary goal for future research. This
of Honor, UFOV, Tetris, no-contact) were examined, as summarized study, which employed action video games to train older adults’ vi-
in Table 2. As Table 2 and the means/standard deviations in Table 3 sual attention skills, partially replicated previous findings with
show, for Divided Attention and Selective Attention, faster posttest younger adults (Green & Bavelier, 2003), in that playing a first-per-
performance for all groups produced the Test main effect. son shooter game was associated with significant improvement in
To decompose the Test-  -Group interaction for the Selective selective visual attention relative to no contact controls. Unlike in
Attention task, a simple effects post-hoc analysis compared pre- the younger adults from the Green and Bavelier (2003) study, Tetris
post change by group; results showed greater improvement for play (an arcade puzzle game utilized as a placebo control condi-
(1) UFOV-trained participants than controls, t(54) = 3.51, p = .001, tion) also improved selective attention in our older adult sample.
g2 = .19, Cohen’s f = 0.48, Cohen’s d = .99, (2) Medal of Honor- All participants were novice players; thus, no participant reported
trained participants than controls, t(54) = 2.13, p = .038, g2 = .08, playing any of console games prior to this study.
Cohen’s f = 0.29, Cohen’s d = 0.59 and (3) Tetris-trained participants The UFOV training program produced marginally (but not sig-
than controls, t(54) = 2.81, p = .007, g2 = .13, Cohen’s f = 0.39, Co- nificantly) greater improvement than the video games, which
hen’s d = 0.77. None of the three intervention groups differed from was expected given high isomorphy between the training condi-
one another (all ps > .05). Table 3 demonstrates that UFOV-trained tions and the tests used to evaluate change. Unfortunately, the
participants gained about 90.34 ms in Selective Attention, while low sample size in this study compromised the power to detect dif-
Medal of Honor and Tetris gained about 53.00 and 71.60 ms respec- ferences among the training conditions. The biggest surprise in this
tively. Control participants, on the other hand, performed about study was the apparent effect of Tetris play on selective visual
9.15 ms slower at posttest than at pretest. If Bonferroni corrections attention, which was not observed in the Green and Bavelier
had been used to keep family-wise error rates below .05, only tests (2003) study with younger adults. Speculatively, given that Tetris
with p-values of .008 and lower would be judged significant, mean- appears to demand whole-screen scanning and mental rotation
which, for non-gamer older adults, may have been sufficiently
P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324 1323

challenging to produce the observed selective attention rent focus of attention (Mishra, Zinni, Bavelier, & Hillyard, 2011;
improvements. Scalf et al., 2007; West, Stevens, Pun, & Pratt, 2008); (6) practice
Anecdotally, Tetris may also have inadvertently conferred a in the specific skills needed for UFOV performance (fast re-
higher training dosage than Medal of Honor. Trainers observed that sponse, whole field visual search, feature matching)—this argu-
Tetris was easier for elders to learn, such that participants may ment suggests that video games share enough processing
have spent less time learning the game mechanism and engaged feature with UFOV that transfer would be expected based on
in more active play than in Medal of Honor. Similar findings have the law of identical elements (Thorndike, 1913); and (7) motiva-
been reported in adults with amblyopia; both Medal of Honor and tion/arousal/engagement/reward/feedback/enjoyment
the non-action game Sim City improved visual attention and acuity (Csikszentmihalyi, 2008) (for example, in another study, we
(Li et al., 2008). Also, it is possible that participants were more en- found that Tetris and Medal of Honor play were associated with
gaged in the Tetris game, which is a puzzle-like game that might be increases in perceived flow (Belchior, Marsiske, Sisco, Yam, &
more appealing to an older adult population than a first person Mann, 2012) throughout the period of training, something that
shooter game. was not true for traditional UFOV training; might this suggest
A special question emerging from the current investigation is that high levels of engagement and effort mean that games
why the Tetris condition might have produced UFOV improvement encourage older players to ‘stick with it’ and ‘try harder’, and
in older adults, when it did not in younger adults (Green & Bavelier, that these factors contribute to the training potential of games?
2003)? The answer likely includes the idea that our participants This motivational interpretation is consistent with recent work
were older and were gaming novices. For novice older adults by Anderson-Hanley et al. (2012), who showed that video-game
(who play Tetris against a backdrop of declining speed and percep- based exercycling was more effective than traditional cycling in
tual abilities), Tetris likely offered a much higher level of percep- boosting executive function in older adults. The authors argued
tual, cognitive and motor challenge than it would for younger that the enjoyment and motivational value of games, including
adults. The perceptual and motor demands of making relatively visual stimulation and personal challenge to beat previous per-
fast responses to falling blocks (novel stimuli requiring mental formance levels, may make them particularly potent intervention
rotation), the need to divide attention between the falling object tools. If the games maximize engagement, individuals may exert
and the receptor site (located at different vertical ends of the maximal effort.
game), the need to predict where the falling object would best While the present study used a randomized experimental design
fit, and the game-delivered feedback of decisions (‘‘clearing a with more control conditions than previous research (i.e., Tetris as
row’’ or failing to do so) likely all contributed to making Tetris control game, gold-standard training condition, and no-contact con-
much more of an ‘‘action’’ video game for older adults than it trols), given our sample of healthy, educated, White older adults,
would have been for younger participants. many of whom were performing quite well at baseline, the general-
As a preliminary study with relatively few participants, the izability of findings is limited. Other studies using participants with
current investigation can offer relatively little insight into the slower baseline processing have found much larger training effects
mechanisms or mediators of our video game training effects on (Edwards et al., 2005). The modal intervention dosage of 6–9 h
UFOV. The growing literature in this area, however, suggests sev- was brief, especially for the MOH condition, in which necessary
eral speculative reasons regarding why video games might be ‘‘game learning’’ reduced time spent actively playing the game.
effective. These include: (1) improvement in basic speed of pro- Future research can expand on the current findings in several
cessing (video games demand rapid and accurate response to key ways: (a) recruitment of a more ability-diverse sample with
transient objects with fast velocity; as participants increase fewer high performers at baseline; (b) increase of exposure dosage
speed in game play, this may generalize to speed in other tasks or additional dose-response studies to determine optimal amount
(Edwards et al., 2005; Roenker et al., 2003 & Dye, Green, & Bave- of game play needed to produce larger and broader visual attention
lier, 2009a); (2) improvement in executive control (video games training effects; and (c) expansion of the outcome battery to exam-
require balancing among a large number of concurrent demands, ine possible transfer effects and game differences in transfer to
including fast response, high cognitive/perceptual/motor loads, other measures of visual attention, spatial cognition, and everyday
peripheral and central visual field processing, predicting what function. In addition, more work aimed at identifying the processes
may happen next, maintaining items in short-term memory, ra- by which games improve visual attention and other cognitive skills
pid task switching, and reasoning); practice with coordination are necessary. The present study contributes to the growing body
may then generalize to the coordinative demands of UFOV of intervention work, termed ‘‘third generation’’ by Hertzog et al.
(Green et al., 2010; Scalf et al., 2007 & Anderson-Hanley et al., (2009), aimed at capitalizing on neural plasticity and boosting
2012); in general, ‘‘gamification’’ increases the need to engage underlying cognitive-behavioral processes that might generalize
high-level planning and spatial working memory (Green & Bave- to novel environments. Findings suggest that ‘‘off-the-shelf’’ video-
lier, 2012). (3) improvements in attentional control, including games may be one accessible vehicle for achieving cognitive per-
improvements in both the spatial and temporal operation of formance improvements in older adults.
attention (Donohue, Woldorff, & Mitroff, 2010; Dye, Green, &
Bavelier, 2009b; Green & Bavelier, 2006b; Hubert-Wallander,
Green, & Bavelier, 2011); (4) improvements in the ability to Funding
quickly perceive the relations between multiple objects and
events, since video games require differential response to differ- This research was supported by the National Institute on Dis-
ent virtual objects; this may generalize to the simultaneous per- ability and Rehabilitation Research Grant H133E010106 awarded
ceptual identification and object localization demands of the to W.C.M. Patricia Belchior’s work on the manuscript was also sup-
UFOV selective attention task (Green et al., 2006a; Basak et al., ported by a Supplement to Enhance Diversity Grant U01-AG-
2008); (5) an fMRI study suggests that UFOV practice may in- 014276-S1 to M.M. Anna Yam was supported, in part, by Robert
creases activation in the right inferior frontal gyrus and right Wood Johnson Foundation Grant 64441 to P.B. Additional study
precentral gyrus; this raises the question of whether video game support in the form of discounted software licenses was provided
play might also increase activation in brain regions associated by Systems Technology Inc. (http://www.stisimdrive.com/) of
with the ability to recruit and re-orient stimulus-driven atten- Hawthorne, CA. The funding sources had no involvement in re-
tion to novel and unpredictable target locations outside the cur- search design, data collection or data analysis.
1324 P. Belchior et al. / Computers in Human Behavior 29 (2013) 1318–1324

Acknowledgments Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective
attention. Nature, 423(6939), 534–537. http://dx.doi.org/10.1038/nature01647.
Green, C. S., & Bavelier, D. (2006a). Enumeration versus multiple object tracking:
We acknowledge the support of undergraduate colleagues at The case of action video game players. Cognition, 101(1), 217–245. http://
the University of Florida who assisted with data collection and dx.doi.org/10.1016/j.cognition.2005.10.004.
Green, S. C., & Bavelier, D. (2006b). Effect of action video games on the spatial
training activities. These include Jason Bendezu, Eric Gonzalez-
distribution of visuospatial attention. Journal of Experimental Psychology: Human
Mule, Brian Huei, Matt Mustard, Sean Weisbrot, Emily Ricketts, Perception and Performance, 32(6), 1465–1478. http://dx.doi.org/10.1037/0096-
and Claudia Ramirez. We also thank Jason Rogers for technical 1523.32.6.1465.
Green, C. S., & Bavelier, D. (2007). Action-video-game experience alters the spatial
and IT-related support with this Project.
resolution of vision. Psychological Science, 18(1), 88–94. http://dx.doi.org/
10.1111/j.1467-9280.2007.01853.x.
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