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Custom-designed video game, used for diagnosis and training. 2. 2 .... Improvement of Multitasking Performance through V
Formative #3 Neuroracer

Warning Only look at the mark scheme or model answers AFTER you have written your own abstract and title. You will learn little about how to write abstracts if you look at the mark scheme or examples first! All the abstracts in this document were written by BREES students and graded by staff. All were awarded a first class mark (>70%).

PDL [March 2015]

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Formative #3 Neuroracer

Marking scheme Section Background

Methods

Results

Points for inclusion 1. Cognitive control allows us to interact with a complex environment. 2. Multitasking generates interference. 3. Ageing results in deficits in multitasking. 4. Custom-designed video game, used for diagnosis and training.

marks 2

1. NeuroRacer 3D video game to test multitasking and to train. 2. Cost index. 3. Training; multitasking versus single task. 4. Cognitive control measurements. 5. Electroencepholography (EEG).

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Multitasking ability decreases with age. NeuroRacer training improves multitasking. Improvements last at least 6 months. NeuroRacer training improves other cognitive control abilities. 5. NeuroRacer training leads to EEG changes.

Conclusions 1. Video game training improves cognitive control in older adults. 2. Produces improvement in interference resolution, working memory and sustained attention. 3. Improvements are sustained over time. 4. Training leads to changes in neural pathways. 5. Video games can be used to diagnose deficits and to enhance abilities. Content subtotal Clarity of expression (academic judgment) Logic and grammar (academic judgment) Length and focus (academic judgment) Subjective quality subtotal Title (max 20 words). Should contain: • Dementia • Cognitive control • Multitasking • Video game training • Diagnosis and treatment • Sustained improvement in performance Total Note: Raw mark of 24/60 = 40%

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Formative #3 Neuroracer Example 1 Regularly playing a video game with a multitasking element improves cognitive control in older people Cognitive control is the management of neural processes in response to the enviroment in order to perform a task. Multitasking challenges this processing, causing interference, and as we age becomes more difficult. This study assessed the effect of age on performance in a video game designed to test multitasking and how regularly training with the game affected cognitive control in older people. The game, NeuroRacer, had two tasks: using the left thumb to steer a car and using the right to shoot down specific signs. These could be performed independently or together (multitasking). 174 adults aged 20-79 were assessed in the difference between their performance in the 'sign and drive' task compared to the sign task only. The decline in performance when multitasking was found to decrease linearly with age. 46 adults aged 60-85 were further assesed. One group regularly practised the multitasking game and another group only practised the single task games, with one control group not practising. Their performance in NeuroRacer was reassessed after one and six months. Only the multitasking training group showed significant improvement. The groups were also assessed in delayed-recognition working memory and test of variables of attention tasks to test cognitive control. Again, only the multitasking group showed improvement between pre and post NeuroRacer training. EEG measurements also supported the improvement in cognitive control of the multitasking group. These data show that training in a video game designed to challenge the brain's multitasking improves cognitive control and could provide a treatment approach for patients with cognitive control deficits. Count: 252

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Formative #3 Neuroracer Example 2 12 hours of video game practice significantly improves multitasking ability, working memory, and attention levels in older adults. Multitasking, the human brain’s ability to process several goals simultaneously, declines with age. By custom-designing a video game (NeuroRacer) which requires attention be given to two separate tasks concurrently, we sought to discover whether training lead to improved multitasking ability, and also the inherent multitasking ability of different age groups. Testing a population of varying age with a diagnostic version of NeuroRacer showed that multitasking performance linearly diminishes across the adult lifespan. When older adults practiced playing NeuroRacer for 12 hours total over a 1 month period, multitasking performance significantly improved, with these gains remaining stable at 6 months post practice cessation. Gains were also seen in working memory and TOVA (test of variables of attention) tests. EEG measurements further confirmed an increase of cognitive control in the training group, suggesting changes in neural pathways as the mechanism of improving cognitive ability. Aside from in TOVA tests, none of these gains were seen in groups where training comprised of tasks attempted individually ("singletasking"), suggesting the unique nature of multitasking training in providing these cognitive benefits. These data prove the potential of video games which require multitasking in both diagnosing mental deficits and enhancing cognitive ability. Count: 195

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Formative #3 Neuroracer Example 3 The positive effects of a video-game training (NeuroRacer) on cognitive control abilities across a range of ages in adults In a world where technology is advancing, simultaneously processing a range of information (multitasking) is an important aspect for humans. Aging naturally leads to the decline in cognitive control through the deterioration of neuronal processes. Our experiment was to see the effect of multitasking performance after training with a custom made video game (NeuroRacer). The first experiment involved 174 participants between ages 20-79 to play the diagnostic version where performance was recorded from two game conditions: ‘sign only’ and ‘sign and drive’. People performed the ‘sign and drive’ task the worst indicating increased neuronal interference when multitasking. The results also showed a significant linear decline across ages >20. Multitasking training (n=16), single task training (n=15) and no-contact training (n=15) was undergone regularly over four weeks (12 hours in total). After a month they were assessed using electroencephalography. The MTT group gained 72% improvement when playing the game. The STT group also improved compared to the control group but did not maintain the improvement after a six month period. We then tested the group on activities, known to be impaired through aging, to examine general cognitive control. Response times were measured pre- and post- training. Only the MTT group showed improvements in all tasks. Our results indicate that cognitive control activity of adults can be generally improved through multitasking training. This paper provides an example of how custom designed video games can be used as a therapeutic treatment for populations that suffer with a cognitive defect. (240) Count: 247

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Formative #3 Neuroracer Example 4 Deficient age-related neural process improved via cognitive training. Everyday life requires a combination of cognitive skills defined by neural processes. Multitasking is necessary to accomplish multiple goals, this brings about interference due to limited information processing ability. Ageing results in depleted cognitive capacity and therefore deterioration in ability to complete tasks simultaneously. We used a custom-made video game enabling either single-task training or multitask training. A significant depletion was seen with increasing age. We then assessed the impact of regular training (single task or multitask) on immediate performance and long-term performance (6-month follow up). Here we show that only those with regular multitasking cognitive training demonstrated significantly improved multitasking performance. We then assessed the impact of the training when the participant is immersed in a challenging, adaptive, high-interference environment (with presence/absence of distraction) for a prolonged period of time by recording EEG and response times before and after training and claculating difference. We observed an increase in EEG readings and significant improvements in both working memory and sustained attention in the participants with multitasking training. Our results demonstrate that regular cognitive training improves multitasking ability, working memory and sustained attention. We anticipate cognitive training such as this could be a powerful therapeutic and diagnostic tool for many who suffer from cognitive control deficits including ADHD, depression and dementia. Count: 210

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Formative #3 Neuroracer Example 5 Improvement of Multitasking Performance through Video Game Based Multitask Training Indentifies Possible Therapy for Cognitive Control Deficits Efficient multitasking is a commodity that is becoming increasingly more important in today’s technologically dependant culture, humans are continually challenging their cognitive control processes to simultaneously achieve multiple goals. That fact that ageing clearly leads to deficits in this ability is an issue that our continually ageing society cannot ignore, therefore this study endeavours to investigate whether multitask training can affect overall performance levels. Using a novel video game based approach the subjects (n = 174, varying ages: 20-79) abilities in single task vs. multitask conditions were assessed, with the ‘cost’ index being calculated; this showed significant performance reduction with age in a linear fashion (P < 0.05 for each decade). This was then followed by a long term experiment assessing training on performance, with additional cognitive testing to assess the overall extent of its benefits. Subjects (n = 46) were split into three groups; multitasking training (MTT), Single task training (STT) and no-contact control (NCC), after one month of exposure to their individual conditions multitasking ability was retested. Upon analysis only the MTT group showed significant improvement from pre = -72% cost to post = -14% cost (P