11/18/13 Collaborators Improving Cognitive Function Through Gaming Bradley C. Love University College London Tyler Davis Ali Preston Mike Mack Todd Maddox Brian Glass BradLove.org Outline Gaming for Good • Boosting Cognitive Function through Gaming – Glass, B.D., Maddox, W.T. & Love, B.C. (2013). Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait. PLOS ONE. • Ways to assess changes in function using brain measures. – Mack, M.L., Preston, A.R. & Love, B.C. (2013). Decoding the Brain's Algorithm for Categorization from its Neural Implementation. Current Biology. Gaming for Good Gaming Demographics • 53% to 72% play video games (US) • Majority (68%) are 18+ • 45% are female – In gaming population, More Women 18+ than Boys <17 • 50% teens reported playing yesterday Entertainment Software Association, Essential Facts Guide (2008 to 2013) 1 11/18/13 Why the excitement over gaming? Generalised Training? • Motivating and Engrossing – Gamification • Self-Paced/Personalised • Low cost • Possible generalisation of skills Game Training Lab Task vs. Rich Game • Goes back to efforts to overcome specificity in learning – Learning specificity is common (perceptual, motor, and cognitive domains) Blue (Donchin, 1989) Game Training Game Training • Implementing these theories: Action Gaming – First person shooter – Move around in a 3D environment – Find others, shoot them first – Feedback & Difficulty Theories (Green & Bavelier, 2008) • Learning to use feedback properly to inform future actions in order to navigate task spaces • Training on complex credit assignment problems, tune networks responsible for allocating cognitive resources • Ramping up difficulty critical to find learning sweet spot – Main finding: Decreased RT • • • • • Motion discrimination Visual search Multiple-object tracking Useful field of view Mental rotation – Robust results – Potential groundwork for how a complex, fast-paced game might improve higher level cognition • Observational (VGP vs NVGP) • Experimental (Training) – Perceptual mechanisms • Various theories on how to overcome specificity Dye, Green & Bavelier, 2009; Green & Bavelier, 2008; Li, Polat, Scalzo & Bavelier, 2010 2 11/18/13 “Fast Perception” vs. “Fast Thinking” • Rather than rapid reaction to stimulus, the hypothesis is that is that storing and manipulating multiple pieces of information while making rapid decisions is the key to increasing cognitive flexibility. Real-Time Strategy Games • Likely different effects than Action games – – – – – Birds-eye command & control Multi-agent system Resource management StarCraft is gold standard RTS Multiple “fronts” Fluid reorganization Cognitive Flexibility • Being able to Assess & Adapt ongoing psychological operations • Coordinate the allocation of cognitive resources • Likely not subserved by a single neural area – Representative of a broad functional network • Game training: – Engaging multiple processes at once – Tuning the distributed network responsible for allocating cognitive resources – Broad vs. narrow training (Duncan, 2001; Ravizza et al., 2010) Shortcomings / Challenges in Game Training Our Design 1. Unspecified recruiting method 2. Directionality problems 3. Similarity of tasks vs. gaming experience 4. No between-game manipulation 5. No within-game manipulation 6. Post-hoc and selective analyses. Boot, Blakely, and Simmons (2011) 3 11/18/13 Our Design: SC-1 , SC-2 Our Design SC-2 Full-Map Two Bases SC-1 Half-Map One base Our Design: Task Battery Our Design: Difficulty Titration Stroop Task Switching Current Difficulty Level Multi-Location Memory Test Attentional Network Test (ANT) 16 16 15 15 14 14 13 13 12 12 11 11 Operating Span (Ospan) 10 10 Visual Search 9 9 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 Digit Span – Working Memory Filtering Balloon Analogue Risk Taking Task Multimedia Multitasking Index Our Design: Difficulty Titration Current Difficulty Level Our Design: Difficulty Titration 16 16 16 16 15 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 Current Difficulty Level 11 11 11 11 10 10 10 10 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 Current Difficulty Level Current Difficulty Level Current Difficulty Level 4 11/18/13 Our Design: Difficulty Titration Our Design: Difficulty Titration 42.6% (SD = 8.8) for SC-1 43.0% (SD = 8.7) for SC-2 Current Difficulty Level 16 16 16 16 15 15 15 15 14 14 14 14 13 13 13 13 12 12 12 12 11 11 10 Current Difficulty Level 11 11 10 10 10 9 9 9 9 8 8 8 8 7 7 7 7 6 6 6 6 5 5 5 5 4 4 4 4 3 3 3 3 2 2 2 2 1 1 1 1 Current Difficulty Level Our Design: Game Mods • One-click experiment control software • Mini-map alerts suppressed • Keyboard use disabled Current Difficulty Level Our Design: Participants • Recruited for a general long-term study (advert didn’t mention gaming) • Screened for gaming habits <2 hours currently <6 hours at most frequent • Sustainable female sample (n=72) • Males: 10.2 now, 25.7 highest • Females: 3.8 now, 11.0 highest Shortcomings / Challenges in Game Training 1. Unspecified recruiting method 2. Directionality problems 3. Similarity of tasks vs. gaming experience 4. No between-game manipulation 5. No within-game manipulation 6. Post-hoc and selective analyses. Our Design: Task Battery Stroop Task Switching Multi-Location Memory Test Attentional Network Test (ANT) Operating Span (Ospan) Visual Search Digit Span – Working Memory Filtering Balloon Analogue Risk Taking Task Multimedia Multitasking Index Boot, Blakely, and Simmons (2011) 5 11/18/13 Analysis: Methodology Analysis Methods • Compare performance – Against Sims condition – Not just against pre-test • Weigh evidence for/against cognitive flexibility – Meta-analytical Bayes Factor approach – H1/H0 (3:1 substantial, 10:1 strong, 100:1 decisive) • Common language – Diffusion modelling where possible • Emergence of flexibility dimension – Principal component analysis Meta-Analytic Bayes Factor Approach BF= Pr( D∣ M 1 ) ∫ Pr (Θ1∣ M 1 )Pr( D∣Θ 1 ,M 1 ) dΘ 1 = Pr( D∣ M 2 ) ∫ Pr(Θ 2∣ M 2 ) Pr( D∣Θ 2 ,M 2 )dΘ 2 • Rouder and Morey (2011) provide method for combining t-statistics across tasks to determine meta-analytic BF • The t-statistics compare StarCraft condition to The Sims Condition Meta-BF Meta-BF Executive Tasks Other Tasks Aitkin, 1991 Meta-Analytical BF Approach Analysis Methods Meta-Analytic Bayes Factor Approach Stroop Task Switching Multi-Location Memory Test Jeffreys (1961) provided a popular qualitative interpretation of Bayes Factors: Attentional Network Test (ANT) Operating Span (Ospan) Ratio Interpretation < 1:1 Supports Null 1:1 to 3:1 Insubstantial 3:1 to 10:1 Substantial 10:1 to 30:1 Strong Visual Search Digit Span – Working Memory Filtering Balloon Analogue Risk Taking Task Multimedia Multitasking Index BF = H1/H0 Meta-Analytical BF Approach PCA • Does underlying dimension of cognitive flexibility emerge or strengthen? • Principal Components Analysis: a priori distinction • Pre-test C1 uncorrelated • Post-test C1 correlated for SC participants Stroop Task Switching Multi-Location Memory Test Attentional Network Test (ANT) Operating Span (Ospan) SIMS Visual Search Digit Span – Working Memory Filtering Balloon Analogue Risk Taking Task Multimedia Multitasking Index Evidence For H1 Evidence For H0 CF Others CF = 1.17 for SC-1 vs. Sims = 6.77 for SC-2 vs. Sims = 40.76 for SC vs. Sims StarCraft Stroop ANT 0.049 -0.095 Stroop ANT 0.462 0.418 TSwitch Multi Ospan BART -0.126 0.515 -0.361 0.555 TSwitch Multi Ospan BART 0.475 0.418 0.318 0.156 VSearch Filter 0.285 0.404 VSearch Filter 0.114 0.216 DigSpan -0.156 DigSpan 0.161 r = .94, p <.001 Others SC-1 v Sims 1.17 0.05 SC-1 v Sims 0.85 21.97 SC-2 v Sims 6.77 0.04 SC-2 v Sims 0.15 26.48 SC-B v Sims 40.76 0.02 SC-B v Sims 0.02 43.63 6 11/18/13 In-Game Feature Recording • Recorded in-game Feature & Behavior Game Feature: e.g., Carrying minerals In-Game Feature Recording • Recorded in-game Feature & Behavior – 200+ binary features for each game “unit” – 1 to 150 units available at any given time – Whether unit is selected by player – Recordings made every 250msec – 40 hours of gaming per participant ~ 8,640,000,000 binary data points per participant In-Game Feature Recording • Test size of attended feature set Summary (Part I) • Overcoming Specificity in Learning. • Overcame a number of limitations in previous studies. • “Fast Thinking” is possible to train. Current and Future Efforts • Large scale game characterization project • mturk initially – Goal is millions of people • • • • Online psych battery Game types Gaming habits Demographics • RTS gaming in older adults. • Platform to study development of expertise. • Changes in brain networks (e.g., DTI, default mode). 7