8 research outputs found

    Fork of Placebo Effects in Cognitive Training

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    Full statistical analysis plan of the pilot data for a study examining the role of participant expectations in cognitive training

    Expectation effects in working memory training.

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    There is a growing body of research focused on developing and evaluating behavioral training paradigms meant to induce enhancements in cognitive function. It has recently been proposed that one mechanism through which such performance gains could be induced involves participants expectations of improvement. However, no work to date has evaluated whether it is possible to cause changes in cognitive function in a long-term behavioral training study by manipulating expectations. In this study, positive or negative expectations about cognitive training were both explicitly and associatively induced before either a working memory training intervention or a control intervention. Consistent with previous work, a main effect of the training condition was found, with individuals trained on the working memory task showing larger gains in cognitive function than those trained on the control task. Interestingly, a main effect of expectation was also found, with individuals given positive expectations showing larger cognitive gains than those who were given negative expectations (regardless of training condition). No interaction effect between training and expectations was found. Exploratory analyses suggest that certain individual characteristics (e.g., personality, motivation) moderate the size of the expectation effect. These results highlight aspects of methodology that can inform future behavioral interventions and suggest that participant expectations could be capitalized on to maximize training outcomes

    Placebo Effects in Cognitive Training

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    Video games and higher cognition

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    Over the past several decades, technological advancements in entertain- ment systems have given rise to a multibillion-dollar video gaming industry. Today, video games are one of the most ubiquitous forms of entertainment around the world, with an estimated 2.7 billion video game players world- wide (Statista, 2020). In the United States, 65% of adults play video games, spending an average of 4.8 hours per week playing computer, console, or mobile video games (Entertainment Software Association, 2019). Given the large amount of time individuals throughout the population spend playing video games, scientists have sought to examine the effects of video game exposure on a host of human behaviors and abilities. Such inquiries have spanned the entirety of psychological sciences, from educational psychology (e.g., Clark et al., 2016; Mayo, 2009), to clinical psychology (e.g., Biagianti & Vinogradov, 2013; Eichenbaum et al., 2015), to social psychology (Gentile et al., 2009; Greitemeyer & Osswald, 2011), to the focus of this chapter, cognitive psychology. Within cognitive psychology, the majority of work to date has examined the impact of video game play in domains such as execu- tive functions (e.g., inhibition, cognitive control, selective attention), cogni- tive flexibility (e.g., multitasking, task switching), and perceptual capabilities (e.g., peripheral vision, multisensory integration; Bavelier et al., 2018, 2012). Yet, a growing body of research has focused on what might be considered “higher level cognition,” in particular, intelligence, problem solving, and cre- ativity. These latter three domains will be the focus of this chapter
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