From the Guidelines
Dual and Back games do not have a significant impact on working memory and focus, as the current evidence suggests that working memory training yields no improvements in far-transfer abilities, such as intelligence or real-world cognitive skills. The idea that working memory limitations may place constraints on diverse higher cognitive functions leads directly to the suggestion that if working memory capacity can be increased by training, this should produce transfer effects to diverse untrained tasks that depend on such a capacity 1. However, a meta-analysis of studies on working memory training found no evidence of far-transfer effects, suggesting that these games may not have a significant impact on working memory and focus in real-world tasks 1.
Some studies have suggested that working memory training may produce near transfer to similar verbal and visuospatial working memory tasks, but the evidence for far-transfer effects is limited 1. Additionally, the use of digital sham controls in studies of working memory training has been criticized, as they may not be effective in controlling for nonspecific factors such as motivation and expectations 1.
To improve working memory and focus, it may be more effective to use targeted educational interventions that are similar to the tasks that are being trained, rather than relying on repetitive computerized memory games 1. The most effective approach to improving working memory and focus is to use a combination of targeted educational interventions and cognitive training games that are tailored to the individual's specific needs and abilities.
Some key points to consider when using Dual and Back games or other cognitive training programs include:
- Starting with simpler versions and gradually increasing difficulty as performance improves
- Using a combination of targeted educational interventions and cognitive training games
- Being aware of the potential limitations of digital sham controls and the importance of controlling for nonspecific factors
- Considering the use of more varied and stimulating educational interventions to produce lasting improvements in attainment and intelligence 1.
From the Research
Effect of Dual and Back Games on Working Memory
- The study 2 found that video gaming is positively associated with cognitive performance in select cognitive domains, including working memory.
- The results of the study 2 indicated weak positive associations between the time spent playing video games and visuospatial WM and n-back performance.
- Another study 3 found that serious games were more effective than no or passive interventions in improving working memory (P=.04; SMD=0.31,95% CI 0.01-0.60) in older adults with cognitive impairment.
Effect of Dual and Back Games on Focus
- The study 4 found that video games training had a positive effect on cognitive skills, including processing and reaction times, which can be related to focus.
- The study 5 discussed the importance of attention and working memory in task performance and how they can be enhanced by cognitive training games as well as entertainment videogames.
- The study 6 found that casual video games that tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, which can be related to focus.
Dual and Back Games as a Training Tool
- The study 3 suggested that serious games have the potential to improve verbal, nonverbal, and working memory in older adults with cognitive impairment.
- The study 6 provided a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, including working memory and focus.
- The study 5 emphasized the importance of common assessment tools to evaluate the impact of game-based training on various aspects of attention and working memory.