{"id":{"repo_id":"uiuc","oai_identifier":"oai:www.ideals.illinois.edu:2142/90728"},"canonical_url":"https://search.dev.ndltd.org/etd/uiuc/oai:www.ideals.illinois.edu:2142/90728","repository":{"repo_id":"uiuc","name":"University of Illinois - Urbana-Champaign","base_url":"https://www.ideals.illinois.edu/oai-pmh"},"display":{"title":"Examining the role of reasoning and working memory in predicting casual game performance across extended gameplay","abstract":"The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: 1) puzzle-based games played adaptively across sessions and 2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the adaptive games but not for the non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by elucidating the differential relationships of fluid abilities across game type and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance and provides potential directions for game-based cognitive training research.","abstract_html":"The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: 1) puzzle-based games played adaptively across sessions and 2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the adaptive games but not for the non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by elucidating the differential relationships of fluid abilities across game type and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance and provides potential directions for game-based cognitive training research.","abstract_has_math":false,"creators":["Kranz, Michael Benjamin"],"institution":"University of Illinois at Urbana-Champaign","degree_name":"M.A.","degree_level":"Thesis","degree_discipline":"Psychology","degree_department":null,"school":null,"contributors":["Kramer, Arthur F."],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2016,"date_issued":"2016-07-07T20:26:58Z","date_published":"2016-07-07T20:26:58Z","updated_at":"2026-07-22T22:26:34Z","subjects":["casual games","working memory","reasoning","fluid intelligence","skill acquisition"],"languages":["en"],"rights":["Copyright 2016 Michael Kranz"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/2142/90728","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Kramer, Arthur F."]},{"key":"dc:creator","label":"Author","values":["Kranz, Michael Benjamin"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2016-07-07T20:26:58Z","2018-07-08T09:15:30Z","2016-03-17","2016-05"]},{"key":"dc:type","label":"Dc Type","values":["text"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Psychology"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.A."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Illinois at Urbana-Champaign"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["casual games","working memory","reasoning","fluid intelligence","skill acquisition"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Copyright 2016 Michael Kranz"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/2142/90728"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: 1) puzzle-based games played adaptively across sessions and 2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the adaptive games but not for the non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by elucidating the differential relationships of fluid abilities across game type and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance and provides potential directions for game-based cognitive training research.","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2018-05-01","The student, Michael Kranz, accepted the attached license on 2016-03-16 at 17:40.","The student, Michael Kranz, submitted this Thesis for approval on 2016-03-16 at 17:56.","This Thesis was approved for publication on 2016-03-17 at 08:22.","DSpace SAF Submission Ingestion Package generated from Vireo submission #9109 on 2016-07-07 at 13:48:36","Made available in DSpace on 2016-07-07T20:26:58Z (GMT). No. of bitstreams: 2 KRANZ-THESIS-2016.pdf: 2706053 bytes, checksum: a28e337744d3cd62a6122f94e798251e (MD5) LICENSE.txt: 4210 bytes, checksum: a276359056f921e7ff5cbe984a2887b4 (MD5) Previous issue date: 2016-03-17","Embargo set by: Seth Robbins for item 93080 Lift date: 2018-07-07T20:28:14Z Reason: Author requested U of Illinois access only (OA after 2yrs) in Vireo ETD system","Embargo set by: Seth Robbins for item 93080 Lift date: 2018-07-07T20:35:34Z Reason: Author requested U of Illinois access only (OA after 2yrs) in Vireo ETD system","U of I Only Restriction Lifted for Item 93080 on 2018-07-08T09:15:30Z."]},{"key":"dc:format","label":"Dc Format","values":["application/pdf"]},{"key":"dc:title","label":"Title","values":["Examining the role of reasoning and working memory in predicting casual game performance across extended gameplay"]}]}],"canonical_facts":{"dc:contributor":["Kramer, Arthur F."],"dc:creator":["Kranz, Michael Benjamin"],"dc:date":["2016-07-07T20:26:58Z","2018-07-08T09:15:30Z","2016-03-17","2016-05"],"dc:description":["The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: 1) puzzle-based games played adaptively across sessions and 2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the adaptive games but not for the non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by elucidating the differential relationships of fluid abilities across game type and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance and provides potential directions for game-based cognitive training research.","Submission published under a 24 month embargo labeled 'U of I Access', the embargo will last until 2018-05-01","The student, Michael Kranz, accepted the attached license on 2016-03-16 at 17:40.","The student, Michael Kranz, submitted this Thesis for approval on 2016-03-16 at 17:56.","This Thesis was approved for publication on 2016-03-17 at 08:22.","DSpace SAF Submission Ingestion Package generated from Vireo submission #9109 on 2016-07-07 at 13:48:36","Made available in DSpace on 2016-07-07T20:26:58Z (GMT). No. of bitstreams: 2 KRANZ-THESIS-2016.pdf: 2706053 bytes, checksum: a28e337744d3cd62a6122f94e798251e (MD5) LICENSE.txt: 4210 bytes, checksum: a276359056f921e7ff5cbe984a2887b4 (MD5) Previous issue date: 2016-03-17","Embargo set by: Seth Robbins for item 93080 Lift date: 2018-07-07T20:28:14Z Reason: Author requested U of Illinois access only (OA after 2yrs) in Vireo ETD system","Embargo set by: Seth Robbins for item 93080 Lift date: 2018-07-07T20:35:34Z Reason: Author requested U of Illinois access only (OA after 2yrs) in Vireo ETD system","U of I Only Restriction Lifted for Item 93080 on 2018-07-08T09:15:30Z."],"dc:format":["application/pdf"],"dc:identifier":["http://hdl.handle.net/2142/90728"],"dc:language":["en"],"dc:rights":["Copyright 2016 Michael Kranz"],"dc:subject":["casual games","working memory","reasoning","fluid intelligence","skill acquisition"],"dc:title":["Examining the role of reasoning and working memory in predicting casual game performance across extended gameplay"],"dc:type":["text"],"thesis:degree_discipline":["Psychology"],"thesis:degree_level":["Thesis"],"thesis:degree_name":["M.A."],"thesis:institution_name":["University of Illinois at Urbana-Champaign"]},"updated_at":"2026-07-22T22:26:34Z"}