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Real time priority for games
Real time priority for games









real time priority for games real time priority for games

For instance, Basak and colleagues (2008) found improvements on 4 out of the 5 executive control tasks after playing Rise of Nation for an average of 23.5 hours. Some previous studies with older adults suggest that training with video games that involves multi-tasking and switching components can improve untrained abilities such as cognitive control ( Anguera et al., 2013 Basak, Boot, Voss, & Kramer, 2008 Binder et al., 2016 Whitlock, McLaughlin, & Allaire, 2012), but the evidence is inconclusive. Specifically, the study examined variable priority training as a potential mechanism and explored transfer to a battery of basic cognition tasks and everyday cognition. The current study attempted to explore gains in cognition associated with video games and the mechanisms underlying these gains by experimentally manipulating the task demands of the game.

real time priority for games

Moreover, few studies have examined the mechanisms underlying the gains in cognition afforded to video-game playing, nor did they determine if gains in real-world cognitive outcomes were possible ( Simons et al., 2016). While these results are promising, most previous studies in the field suffered from one or more methodological flaws ( Simons et al., 2016). Previous research suggests that video games can be used to improve the cognitive functioning in older adults ( Toril, Reales, & Ballesteros, 2014 Wang et al., 2016, but see Sala, Tatlidil, & Gobet, 2018 for counter arguments).











Real time priority for games