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      Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search

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          Abstract

          Background

          Visual search declines with aging, dementia, and brain injury and is linked to limitations in everyday activities. Recent studies suggest that visual search can be improved with practice using computerized visual search tasks and puzzle video games. For practical use, it is important that visual search ability can be assessed and practiced in a controlled and adaptive way. However, commercial puzzle video games make it hard to control task difficulty, and there are little means to collect performance data.

          Objective

          The aim of this study was to develop and initially validate the search and match task (SMT) that combines an enjoyable tile-matching match-3 puzzle video game with features of the visual search paradigm ( taskified game). The SMT was designed as a single-target visual search task that allows control over task difficulty variables and collection of performance data.

          Methods

          The SMT is played on a grid-based (width × height) puzzle board, filled with different types of colored polygons. A wide range of difficulty levels was generated by combinations of 3 task variables over a range from 4 to 8 including height and width of the puzzle board (set size) and the numbers of tile types (distractor heterogeneity). For each difficulty level, large numbers of playable trials were pregenerated using Python. Each trial consists of 4 consecutive puzzle boards, where the goal of the task is to find a target tile configuration ( search) on the puzzle board and swap 2 adjacent tiles to create a line of 3 identical tiles ( match). For each puzzle board, there is exactly 1 possible match ( single target search). In a user study with 28 young adults (aged 18 to 31 years), 13 older (aged 64 to 79 years) and 11 oldest (aged 86 to 98 years) adults played the long (young and older adults) or short version (oldest adults) of the difficulty levels of the SMT. Participants rated their perception and the usability of the task and completed neuropsychological tests that measure cognitive domains engaged by the puzzle game.

          Results

          Results from the user study indicate that the target search time is associated with set size, distractor heterogeneity, and age. Results further indicate that search performance is associated with general cognitive ability, selective and divided attention, visual search, and visuospatial and pattern recognition ability.

          Conclusions

          Overall, this study shows that an everyday puzzle game–based task can be experimentally controlled, is enjoyable and user-friendly, and permits data collection to assess visual search and cognitive abilities. Further research is needed to evaluate the potential of the SMT game to assess and practice visual search ability in an enjoyable and adaptive way. A PsychoPy version of the SMT is freely available for researchers.

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          Most cited references53

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          ppcor: An R Package for a Fast Calculation to Semi-partial Correlation Coefficients.

          Lack of a general matrix formula hampers implementation of the semi-partial correlation, also known as part correlation, to the higher-order coefficient. This is because the higher-order semi-partial correlation calculation using a recursive formula requires an enormous number of recursive calculations to obtain the correlation coefficients. To resolve this difficulty, we derive a general matrix formula of the semi-partial correlation for fast computation. The semi-partial correlations are then implemented on an R package ppcor along with the partial correlation. Owing to the general matrix formulas, users can readily calculate the coefficients of both partial and semi-partial correlations without computational burden. The package ppcor further provides users with the level of the statistical significance with its test statistic.
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            Enhancing Cognition with Video Games: A Multiple Game Training Study

            Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.
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              Attention in the real world: toward understanding its neural basis.

              The efficient selection of behaviorally relevant objects from cluttered environments supports our everyday goals. Attentional selection has typically been studied in search tasks involving artificial and simplified displays. Although these studies have revealed important basic principles of attention, they do not explain how the brain efficiently selects familiar objects in complex and meaningful real-world scenes. Findings from recent neuroimaging studies indicate that real-world search is mediated by 'what' and 'where' attentional templates that are implemented in high-level visual cortex. These templates represent target-diagnostic properties and likely target locations, respectively, and are shaped by object familiarity, scene context, and memory. We propose a framework for real-world search that incorporates these recent findings and specifies directions for future study. Copyright © 2014 Elsevier Ltd. All rights reserved.
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                Author and article information

                Contributors
                Journal
                JMIR Serious Games
                JMIR Serious Games
                JSG
                JMIR Serious Games
                JMIR Publications (Toronto, Canada )
                2291-9279
                Apr-Jun 2019
                09 May 2019
                : 7
                : 2
                : e13620
                Affiliations
                [1 ] Gerontechnology & Rehabilitation University of Bern Bern Switzerland
                [2 ] Department of Cardiology University Hospital (Inselspital) Bern Switzerland
                [3 ] Department of Neurology, University Neurorehabilitation University Hospital Bern (Inselspital) University of Bern Bern Switzerland
                [4 ] Artificial Organ Center for Biomedical Engineering Research University of Bern Bern Switzerland
                Author notes
                Corresponding Author: Tobias Nef tobias.nef@ 123456artorg.unibe.ch
                Author information
                http://orcid.org/0000-0002-6367-8578
                http://orcid.org/0000-0002-6730-0652
                http://orcid.org/0000-0001-5069-407X
                http://orcid.org/0000-0002-8025-7433
                http://orcid.org/0000-0002-5723-3468
                http://orcid.org/0000-0001-6990-4188
                http://orcid.org/0000-0002-8069-9450
                http://orcid.org/0000-0002-7641-8898
                Article
                v7i2e13620
                10.2196/13620
                6532342
                31094325
                1c369602-2a3b-4129-b575-0931001208f0
                ©Alvin Chesham, Stephan Moreno Gerber, Narayan Schütz, Hugo Saner, Klemens Gutbrod, René Martin Müri, Tobias Nef, Prabitha Urwyler. Originally published in JMIR Serious Games (http://games.jmir.org), 09.05.2019.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License ( https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org.as well as this copyright and license information must be included.

                History
                : 6 February 2019
                : 2 March 2019
                : 4 April 2019
                : 21 April 2019
                Categories
                Original Paper
                Original Paper

                match-three puzzle games,video games,task difficulty,attention,pattern recognition, visual,aging,neuropsychological tests

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