2020
DOI: 10.1007/s41465-020-00173-5
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Casual Game or Cognitive Gain: Multitask Casual Game as a Training for Young Adults

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Cited by 3 publications
(1 citation statement)
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“…Other CCT demonstrated improvements in WM in healthy adults, end effects distant transfer to visual attention [ 140 ] or other cognitive domains [ 141 ]. The Gwakkamol gamified CCT, designed to train Inhibition, did not identify any significant effect caused by the lack of a challenge at the level required by the participants [ 142 ], nor did MultiTask have a significant effect on WM, switching, or Inhibition, although for the participants it might because the measures used were not representative [ 143 ]. A non-commercial attentional control CCT improved selective attention, WM, and decision making [ 144 ].…”
Section: Resultsmentioning
confidence: 99%
“…Other CCT demonstrated improvements in WM in healthy adults, end effects distant transfer to visual attention [ 140 ] or other cognitive domains [ 141 ]. The Gwakkamol gamified CCT, designed to train Inhibition, did not identify any significant effect caused by the lack of a challenge at the level required by the participants [ 142 ], nor did MultiTask have a significant effect on WM, switching, or Inhibition, although for the participants it might because the measures used were not representative [ 143 ]. A non-commercial attentional control CCT improved selective attention, WM, and decision making [ 144 ].…”
Section: Resultsmentioning
confidence: 99%