New Study Finds Improvement in Cognitive Function Through / Casual Video Games
East Carolina University Psychophysiology Department Unveils Preliminary Findings at Games For Health Conference Today
Dr. Carmen Russoniello, Director of the Psychophysiology Lab and Biofeedback Clinic at ECU, is presenting initial data and analysis from the study today at the 6th annual Games for Health Conference in Boston. Full study results will be submitted this fall for publication in the peerreviewed journal Applied Psychophysiology and Biofeedback.
"The initial results of the study are very intriguing, in that they suggest that the 'active participation' required while playing a casual video game like Bejeweled provides an opportunity for mental exercise that more passive activities, like watching television, do not," said Russoniello. "Future applications could include prescriptive applications using casual video games to potentially stave off Alzheimer's disease and other dementiatype disorders."
More than 40 test subjects have participated in the study so far, with dozens more being included by the study's completion. Measurements were achieved through tracking of Electroencephalography (EEG) brain waves as well as subjects' participation in the standardized Trail Making Test(TM) parts A and B. Both cognitive response time (the speed with which a subject completes a task) and executive function (the frequency of correctly completing parts of the task) were tracked. Those subjects who played Bejeweled or Peggle for short (30 minute) periods showed an 87% improvement in cognitive response time and a 215% increase in executive functioning when compared to a control group. According to ECU, these improvements in overall cognitive acuity are comparable to changes recorded after other types of cognitive interventions such as mindfulnessbased cognitive therapy and cognitive remediation therapy.
"Video games with more complex rules and controls, and more sophisticated or detailed imagery - socalled 'hardcore' video games - might provide similar cognitive benefits for many people," said Russoniello. "But those games take significantly longer to learn to play and appeal to a considerably narrower subset of the overall population, especially older consumers. In our experience, 'casual' video games are ideal both in terms of their accessibility and ease of understanding and because they appeal to nearly everyone."
About PopCap Games International
PopCap Games (www.popcap.com) is the leading multiplatform provider of casual video games: fun, easytolearn, captivating games that appeal to everyone from age 6 to 106 and are available anytime, anywhere. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of more than 275 people in Seattle, San Francisco, Chicago, Vancouver, B.C., Dublin, Seoul, and Shanghai. Its games have been downloaded over 1.5 billion times by consumers worldwide, and its flagship title, Bejeweled, has sold more than 50 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap's games are played on the Web, social platforms, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod, iPhone, iPad and more), popular game consoles (such as Xbox and DS), and inflight entertainment systems. PopCap has been one of the most innovative companies in the video industry since its inception a decade ago. Pioneering new game mechanics, sales models, and platforms ranging from mobile devices to online and locationbased games of chance, PopCap is the only video game provider in the world with leading market share across the entire spectrum.