Blacker et al Flashcards
(7 cards)
1
Q
effect of technology on memory
A
- one component is visual working memoy which is the fundamental procss that allows us to hold visual information in mind, over brief delay, and to navigate the visual world.
- critical for learning new skills, solving novel tasks and acquiring new knowledge
- action video games provide the played with a complex and constantly changining visual environement, enhance VWM
2
Q
aim
A
to investigate whether action video games cause improvements to the quantity and/or quality of information stored in visual working memory
3
Q
procedure
A
- collected a sample of 34 male undergraduates who were randomly assigned to the action game training group who played call of duty or the control game group who played the Sims 3 (player controls the life of character)
-played insingle player assuming different characters and attempting to complete different missions. Both groups played for 30 hours. - Tests for VWM were used to measure VWM before and after the training and the participants motivation to perform each task was also assessed
4
Q
Results
A
- individuals who trained on the action games demonstarted significant improvement on VWM capacity and precision compaed with thos who trained on the control game.
- suggest that action games enhance the fundamental process of holding visual information in mind over a breif delay. Individuals can enhance their VWM
5
Q
conclusion
A
the researchers concluded that playing action video games can lead to improvements in the VWM thus this study clearly demonstrates the positive effects of technology on visual memory.
6
Q
strengths of study
A
- high in internal validity as it was a lab experiemnt and there was good use of controls
- study is easily replicable, increasing validity and reliability of the findings
- hve implications for the remediation of the VWM deficits and cognitive training more broadly .
7
Q
limitations of the study
A
- low construct validity -low population valiidity due to the small male population, generalizability limited.
- use of action vidoe games as a training method typically involves violent action games