Working Memory Training and Online Multiplayer Games: can a combination of the two be the future in treating children with ADHD? Joost Asselbergs, MSc. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without permission in writing from the author. Abstract Objective: This study examined the benefits of integrating game elements into standard working memory (WM) training software. In particular it observed the effect game elements have on motivation, WM performance and inattentive/hyperactive behaviour in children with ADHD. Method: A total of 44 children with ADHD aged 7 to 15 years were randomly assigned to the control condition (training without game elements), the medium condition (training with few game elements) or the MORPG condition (training with a lot of game elements). The training software could be used at home and the participants were asked to use the software for at least 2 hours a week over a period of 3 weeks. Results: Participants in the MORPG condition showed greater motivation compared to the medium and control condition; scored significantly better on WM performance and displayed less inattentive behaviour after the training. Participants in the medium and control condition didn’t show a significant effect on WM performance and inattentive behaviour post-training. They did, however, show a significant increase in hyperactive behaviour. Conclusions: This study shows that training in a domestic setting can improve WM performance and decrease inattentive behaviour in children with ADHD, but only when the training software is able to capture the interest and motivation of the participants. Failing to meet these requirements will greatly diminish the potential of WM training and may even lead to unwanted effects, such as increased hyperactive behaviour. – Introduction – No matter how hard he tried, little Shelley just couldn’t be still for long. Sometimes he would get out of his seat and run around the classroom. Every morning he promised his mommy, “I’ll be good today.” But every day something went wrong. ”Why do you keep doing things I tell you not to do,” asked his daddy? ”By the time I think about what I am going to do, I’ve already done it!” Shelley said sadly. Quote from “Shelley, the hyperactive turtle” by Deborah M. Moss (1989) Just like Shelley the hyperactive turtle described in the quote above do a lot of school-aged children around the world display symptoms of hyperactivity and inattention severe enough to meet the criteria for Attention –deficit/hyperactivity disorder (ADHD). ADHD is one of the most common disorders diagnosed in childhood and affects 3-7% of school-aged children around the world (American Psychiatric Association [APA], 1994; Biederman et al., 2000; 1 Gallucci et al., 1993; Kadesjö & Gillberg, 1998). Children with ADHD experience serious impairments in both social functioning and academic performance. Characteristic problems are: problems with concentration and attention, controlling one’s impulses and excessive movement (Barkley, 2004). Although some of these problems will diminish when the children become older, most of them will still exist into adulthood (Rasmussen & Gillberg, 2000). Because ADHD has become such a common diagnose in recent years, it should come as no surprise that the subject of ADHD has gained a lot of attention from different fields of study. Researchers who focus on school and learning for instance have actively studied the effect of ADHD treatment on academic performance (Daley & Birchwood, 2010; Weyandt & DuPaul, 2006). Other fields which have shown interest in the subject of ADHD, just to name a few are: human resource management (De Graaf et al., 2008; Prevatt et al., 2010), clinical research (Winstanley et al., 2006) and neuroscience (Bush et al., 2005; Krain & Castellanos, 2009). Although this vast amount of research on ADHD has provided scholars with a lot of insight and understanding regarding ADHD and how it affects people, it is still not clear what causes this disorder in the first place. Some researchers have identified risk factors like: childhood exposure to environmental toxins (Curtis & Patel, 2008) or maternal smoking and drug use (Chabrol & Peresson, 1997). Food additives seem to be another risk factor contributing to hyperactive behaviour (Bellanti et al., 2005; Konofal et al., 2005; Pelsser & Buitelaar, 2002) and Fliers et al. (2005) found that heredity plays a part as well, suggesting that several genes may be associated with ADHD. The last decade there is also a growing body of literature arguing that people with ADHD have altered brain function and anatomy and especially executive dysfunction seems to be getting a lot of attention (Ball et al., 2011; Powell & Voeller, 2004; Tripp & Wickens, 2009). Although research into executive function (EF) has increased distinctly over recent years, the theoretical framework in which it is situated is not entirely new. In the 1950s, the British psychologist Donald Broadbent already made a distinction between "controlled" and "automatic" mental processes. This distinction was later more fully characterized by the work of Shiffrin and Schneider (1977), who introduced the concept of selective attention, to which EF is closely linked. The concept of EF is broadly defined in the literature by using a wide range of processes associated with EF. For instance Lezak (1983) uses Volition, purposive action, planning and effective performance to describe EF. Others associate EF with a supervisory attentional system (Norman & Shalice, 1986), a purposeful and coordinated organization of behaviour and concept formation (Banich, 2004), reasoning and cognitive 2 flexibility (Piguet et al., 2002). Despite the lack of clarity, there exists a general consensus that EF refers to cognitive tasks originating from the dynamics of frontal cortical networks and includes higher order functions such as cognitive flexibility, response-inhibition and WM (Welsh, 2002; Wiebe et al., 2011). Cognitive flexibility is the ability to switch between different strategies and behavioural responses in line with the context of the situation (Wiebe et al., 2008). Response inhibition is the ability to filter out interfering information and suppress inappropriate actions in a given situation (Anderson, 2002; Raaijmakers et al., 2008). WM is the ability to actively hold information in the mind needed to do complex tasks such as reasoning, comprehension and learning (Baddeley, 2007). One of the components of EF that is often associated with ADHD is WM. This relationship between WM and ADHD has been studied extensively and it has been repeatedly demonstrated that there is a positive link between ADHD and WM deficits (Dowson et al., 2004; Kofler et al., 2011; Mariani & Barkley, 1997; Westerberg et al., 2004; Willcut et al., 2005). Deficits in WM for instance are associated with having problems maintaining attention (Pickering, 2006) and are also linked with the ability to stay still for a longer period of time (Klingberg et al., 2002). Working memory Working memory can be defined as the cognitive system responsible for the temporary storage and manipulation of information which is essential for sustaining focused behaviour in practical situations (Kane et al., 2007). The term "working memory" was first introduced by Miller (1956). In his seminal work he argued that the memory span of young adults was around seven elements, also called chunks. Atkinson and Shiffrin (1968) also applied the term, "working memory" to describe their concept of short-term memory. Short-term memory is the ability to remember information over a short period of time (spanning just a few seconds). Most scholars nowadays use the concept of working memory to replace or include the older concept of short-term memory. Extensive research has been done regarding the theory of working memory and the literature identifies four main types of theoretical models. Atkinson-Shriffin model. In order to describe the way memory works Atkinson and Shriffin (1968) proposed a multi-store model consisting of three stages: sensory memory, short term memory and long-term memory. Information is first detected and processed by one of the five senses and enters the sensory memory. If attended to this information it enters the short-term 3 memory. Information from the short-term memory is then transferred to the long-term memory when the information is rehearsed. If rehearsal doesn’t occur the information will be discarded from memory through the processes of displacement or decay. Baddeley and Hitch. According to the influential model proposed by Baddeley and Hitch (1974), WM consists of two storage systems and a central executive. The first storage system is the phonological loop and is specialized in the storage and manipulation of verbal information. The second storage system is the visuo-spatial sketchpad and is used for the storage of visual and spatial information. The central executive is responsible for coordination between the phonological loop and the visuo-spatial sketchpad and integrating the information stored in both systems. In a more recent study Baddeley (2000) extended his model of working memory by adding a fourth component, which he called the episodic buffer. The episodic buffer acts as a third storage system, devoted to integrate verbal, spatial and visual information in chronological order and combine this information into a unitary episodic representation. Cowan. An alternative view concerning working memory is provided by Cowan (1995; 2005), who regards working memory not as a separate system, but as a part of long-term memory. Working memory consists of long term memory representations that have been activated and the ability of the individual to then focus attention to these activated representations. This focus of attention is regarded as capacity limited and can hold up to four of the activated representations. Oberauer (2002) extended this model by adding a third component, which represents a more narrow focus of attention, limited to only one element. This third component is embedded in the above mentioned focus of attention and is used for singleelement processing. For instance, you may hold four numbers at a time in your focus of attention. Now imagine that you want to multiply each number by two. In this case Oberauer’s additional component singles out a number for processing and after the number is multiplied by two it shifts the focus to the next number, doing so until all the numbers have been processed. Ericsson and Kintsch. A more recent model is the long-term working memory model of Ericsson and Kintsch (1995). They propose that we use skilled memory in everyday tasks. For instance when we read a book, we are required to hold numerous concepts in our working 4 memory; way more than the seven chunks proposed by Miller (1956). With a limited capacity of only seven chunks our working memory would be full after just a few sentences and wouldn’t we be able to comprehend the complex relations between the different thoughts expressed in the text. Humans achieve this by storing most of the information in our long-term memory and connecting them together with the aid of retrieval structures. We therefore only need to hold a small amount of concepts in our working memory that then serve as directions to retrieve any information related to the concepts found in our long term memory. Working memory is generally considered to be a limited capacity structure. One of the first researches to quantify this limit was Miller (1956). In his influential work he discovered that the average memory span of young adults was around seven chunks, regardless whether the chunks consisted of letters, numbers, words, or other units. More recent research (e.g. Hulme et al., 1995) however showed that this capacity isn’t fixed and highly depends on the units used. If the processing tasks are more demanding, then fewer attentional resources will be available for processes related to storage and, in turn, lead to lower WM span outcomes. Conversely, if the processing task is less challenging, than more attentional resources will be available, leading to higher WM span scores. For instance the memory span is lower when unknown words are used compared to known words. Cowan (2001) has also tried to measure the capacity of our working memory and found that young adults were able to store four chunks in there working memory. This number was lower for children and older adults. Other theories suggest that working memory isn’t a limited capacity system by itself, but that there is a constraint to the time a chunk can remain active in short-term memory without rehearsal (Baddeley 1986; Richman et al.1995). While it has long been assumed that working memory capacity has a strict limit (Cowan et al., 2001, Miller, 1956), an increasing amount of evidence suggests that WM capacity can be increased through intentional training (Klingberg et al., 2005; Morrison & Chein, 2010; Verhaegen et al., 2004; Westerberg et al., 2007). This notion that targeted training can improve WM capacity has generated a lot of attention and a brief overview regarding the literature on WM training will be provided in the next section. WM training Research regarding WM training has gained a lot of attention in modern-day literature. Especially the prospect of improving WM performance in children with ADHD, or other 5 intellectual disabilities has caught the interest of many scholars (e.g. Klingberg et al., 2002; Prins et al., 2011). Research however hasn’t been limited to this population. For instance other studies have been conducted in patients with multiple sclerosis (e.g. Vogt et al., 2009), or adults who have experienced a stroke (e.g. Westerberg et al., 2007). WM training comes in different forms and can be broadly classified in two groups of training. One group consists of strategy training, intended to promote the use of supplemental domain-specific strategies, helping trainees to increase their WM capacity (MCNamara & Scott, 2001); whereas the other group uses core training, which entails the continuous repetition of demanding WM tasks designed to train WM performance (Klingberg et al., 2005; Vogt et al., 2009). Strategy training. One approach to improving WM performance is through the use of strategy training. Strategy training paradigms involve techniques intended to facilitate effective processing, maintenance and retrieval from WM. Some of the most used techniques are: grouping of items into chunks, rehearsing out loud, using mental imagery to make items more meaningful and creating a story using the items to be memorized. Research on strategy training supports the argument that WM performance can be improved by teaching these various strategies. For instances a recent study by Turley-Ames and Whitfield (2003) found that WM performance increased significantly in children as a result of rehearsal strategy. In their study they used 124 undergraduate psychology students at Washington State University. The participants were randomly assigned to either the control condition (85 participants) or the rehearsal condition (66 participants). All participants were presented a number of operation word sequences with set sizes ranging from 2 to 6 and with three trials of each set size, hence a total of 15 trials. Each trial consisted of a simple math problem and after providing the right answer to the math problem a to-be-remembered word appeared. Each trial had a 7 second time restriction. After completing the operation span pretest, the rehearsal group received instructions and was asked to rehearse the to-be-remembered words aloud as many times as possible, before going to the next trial. The children in the control group only received the standard instructions. Afterwards 12 additional practice trials were administrated so the rehearsal group could practice using rehearsal strategy, followed by a post-operation span test. The results of this study showed a significant increase in WM span scores for the rehearsal group compared to the participants in the control group. Other strategies that have shown to be effective in training WM are, amongst others: the grouping of 6 items into chunks (St Clair-Thompson et al., 2010) and telling a story using the to-beremembered items (McNamara & Scott, 2001). Although these strategies can be effective in training WM and be useful in everyday situations that require lists or groups of information to be memorized, like remembering phone numbers, reliance on these tactics have typically been shown to improve performance only in trained tasks or tasks that are closely related. A classic example of this phenomenon can be found in a famous case study carried out by Chase and Ericsson (1982). A participant and devoted cross-country runner was able to recall a digit span of 79 after hearing them only once. He was able to achieve this amazing feat by chunking the digits into different running times (e.g. 339 would be 3 minutes and 39 seconds, a near world record on the mile). However when the subject was changed from digits to letters there was no transfer effect and his memory span fell back to six elements. The results of strategy training tend to be only applicable in trained context or similar tasks (near transfer) and do not generalize to a more distant task context (far transfer) (Morrison & Chein, 2011). Core training. Core training programs typically involve the repetition of WM tasks designed to systematically target WM processes. Core training programs can consist of multiple tasks focusing on different aspects of WM. One of such training program that has received extensive research is Cogmed (Holmes et al, 2009; Klingberg et al., 2002; 2005) and covers a large battery of various WM tasks, such as: backward digit span, location memory and a version of the N-back task. Another training program that uses a battery of WM tasks is COGITO (Schmiedek et al., 2010). By using a multifaceted training program there is a higher chance that at least one of the tasks has a positive effect on WM performance. In addition massive transfer effects can be gained potentially by focusing on different aspects of WM. The downside however is the difficulty to pinpoint the exact components of the training program that lie beneath the improved performance and determine which specific aspects of WM are affected. In order to single out these effects research has also been carried out by focusing on just one specific WM mechanism (e.g. Dahlin et al., 2008; Verhaeghen et al., 2004). Probably the most cited study that found a positive link between core training and WM performance is the study by Klingberg et al. (2005). In their study 44 children with ADHD (aged 7-12) were randomly assigned to either the treatment group or the control group. The training program consisted of WM tasks implemented in a computer program that the children 7 could use at home or at school. The program included verbal WM tasks (remembering digits letters or phonemes) and WM visuospatial tasks (remembering the position of objects in a 4 x 4 grid). The duration of the training covered 5 weeks, with the children completing 90 trials on each day of training. The level of difficulty was automatically adjusted on a trial-by-trial basis, equalling the WM span of the child. The control group received the same treatment, except that the difficulty of the WM trials remained on their initial level. After the training the children in the treatment group showed a significant improvement on an untrained visuospatial WM task (span-board task). In addition the children also performed better on: response inhibition (Stroop task), verbal WM (digit-span task), complex reasoning (Raven task) and showed a significant reduction on a number of parent-rated ADHD symptoms. A more recent study by Prins et al. (2011) compared motivation and training performance of a regular WM training program compared to a WM training program with game elements. A total of 51 children with ADHD (aged 7-12) were randomly assigned to either the experimental group or the control group. The children in the control group used a training program similar to the one used by Klingberg et al. (2005). The children were presented with a 4 x 4 grid and had to reproduce the sequence in which the squares were lit. After two consecutive correct reproductions, the sequence increased by one and after two consecutive wrong answers, the sequence decreased by one. Contrary to the training program used by Klingberg et al. no additional animations or forms of feedback were included in the control condition. The children in the experimental condition received the same WM task; however game elements were added to the training program. These game elements included a storyline, animations, a goal, identification with a game character, rewards and response cost (shots) earned or lost throughout the game, competition, and control (the child chose when to do a sequence). The training consisted of three sessions, with a training session held once a week. After the training, the children who used the game version showed a significant increase in memory span, whereas the children in the control group showed no significant gains. In addition the children in the experimental group also showed greater motivation, and better training performance (i.e. more sequences reproduced and fewer errors). The literature on WM training acknowledges that WM performance can be improved by targeted training. Both strategy training paradigms and core training programs have shown to be effective in improving WM span. However the results of strategy training tend to be only applicable in trained context or similar tasks and do not generalize to a more distant context. 8 Research on Core training on the other hand showed many instances of positive transfer effects, both near and distant (Jaeggi et al., 2008; Olesen et al., 2004; Westerberg et al., 2007). Allthough core training yields the best results, doing the same WM tasks over and over can be a very boring affair. This is especially true for children diagnosed with ADHD. When tasks are very boring, repetitive, or without supervision the attention span of children with ADHD will be very limited (Shanahan et al., 2008). Adding incentives to an otherwise boring task may help children with ADHD enhance their motivation and boost their performance (Sergeant et al., 1999). One feature that has shown to raise the motivation and interest of children is the computerization of tasks (Pfiffner et al., 2006). Parents, teachers and clinicians for instance have reported that children with ADHD concentrate for longer periods of time, can sustain their attention and behave less impulsively when playing computer games (Barkley, 2006). The role of computer games in improving motivation. There is a general consensus amongst academics that motivation plays a key role in effective learning and that motivation influences how and why people learn as well as how they perform (Pintrich & Schunk, 1996). According to the self-determination theory proposed by Deci and Ryan (1985) can motivation be either extrinsic or intrinsic. Extrinsic motivation refers to doing something in order to receive an external reward or avoid external punishment such as: grades, money or detention. Intrinsic Motivation on the other hand refers to doing something because it is inherently interesting or enjoyable (Ryan and Deci, 2000). According to the basic needs theory three psychological needs are posited to underlie one’s intrinsic motivation to initiate behaviour, namely: competence, autonomy and relatedness (Deci and Ryan, 2002). Competence refers to the need to be effective in dealing with the environment in which a person finds oneself; autonomy refers to the need to experience one’s behaviour as emanating from or endorsed by the self, instead of being initiated by forces outside oneself; relatedness refers to the need to interact with others and experience warm caring relationships. Numerous studies on motivation and learning have shown that people perform better when they are intrinsically motivated as compared to being extrinsically motivated. In a study by Vansteenkiste et al. (2005) for instance, 95 female and 54 male obese Belgium children (age 11-12) were randomly divided over two experimental groups and one control group. Participants of one experimental group were told that learning physical exercises are helpful for attaining physical attractiveness (extrinsic goal). The other experimental group was told 9 that learning physical exercises are beneficial for attaining physical health (intrinsic goal). The participants in the control group weren’t told anything about the relevance of the exercises. Results showed that the intrinsic goal group had higher autonomous motivation, better test performance and greater persistence both in short term and long term, compared to the control group. The extrinsic goal group on the other hand showed less autonomous motivation, poorer test performance and less long term persistence (although better short term persistence) then the control group. Many professionals in the field of education are aware that a key issue with learners of all ages is motivation. Games, on the other hand, seem to be able to instinctively motivate players to learn the complex rules and mechanics of a game in order to play the game effectively. This difference in motivation can be attributed to an inherent difference in motivational approach. Traditional teaching methodologies typically use extrinsic motivation, in the form of external reward or punishment to motivate their students; while games appeal to the intrinsic motivation of a player, by relying on his/her desire to take part in the activity for its own sake. Integrating videogame elements into teaching programs could be a powerful way to facilitate intrinsic motivation and increase performance (Habgood et al., 2005). The popularity of computer games is still growing and recently they have also caught the interest of educators and training professionals. The last decades there has been a major change in teaching methodologies from a traditional, didactic model of instruction to a learner-centered model, putting more emphasize on learning by doing, instead of learning by listening. This shift away from traditional teaching paradigms has fostered the research how various aspects of game design can be used to support intrinsic motivation and be integrated into educational programs (Cordova & Lepper, 1996; Dickey, 2005, 2007; Gee, 2003; Ricci et al., 1996). Malone (1980) and later Malone and Lepper (1984), proposed a set of game characteristics that facilitate an intrinsically motivating experience, including: challenge, fantasy, control, curiosity, competition, cooperation, and recognition. Challenge. Challenge is an often tested characteristic that is closely related to the concept of flow, a thin channel of difficulty where a player becomes completely absorbed in a game experience, loses track of time and finds himself in a zone of optimal concentration (Csikszentmihalyi, 1990; Habgood et al., 2005). If the game is too simple players will get bored easily; too hard and they will become frustrated and lose their motivation. Hence difficulty must be balanced perfectly in order to induce and maintain flow. A more recent 10 study by (Piselli et al., 2009) showed that players enjoy games more when they are challenged and can only beat the game by a thin margin. In addition they found that players find more fulfilment in a narrow loss, than in an overwhelming win. This aspect of challenge is closely linked to the player’s feeling of competence and self-efficacy. Players who conquer a challenging part in the game experience a greater feeling of competence and self-worth, encouraging them to advance even further in the game (Malone, 1980; Orvis et al., 2008; Piselli et al., 2009). Fantasy. Fantasy, emotion and motivation, are closely tied together. Creating a world in which the player can escape their daily routine is an important aspect of game design. This escapism provides the player with an opportunity to fulfil different emotional needs which may not be met in real life (Freud, 1950). By telling an elaborative story and using charismatic characters with whom the players can identify themselves, a genuine feeling of really being part of the game materializes. When a player feels connected to the game in any way, his motivation to follow the storyline will be enhanced and fuels the player’s desire to continue playing (Malone and Lepper, 1984). Control. Another import aspect that can facilitate intrinsic motivation is the matter of control. By providing a game climate in which the players are in control of when to do certain tasks, instead of prompting them to do the task right now, the feeling of autonomy and in effect one’s intrinsic motivation will be greatly enhanced. Games typically make use of quests to accomplish this. Quests are tasks given by in-game characters that a player must fulfil in order to advance or grow stronger. By providing the players with the freedom to choose which quests to accept or when to complete them, a feeling of control will be induced; which in turn leads to enhanced motivation (Dickey, 2005). Curiosity. Curiosity is an aspect that is closely linked with fantasy in a sense that it has a lot to do with the storyline and character development. When a game has a very enticing storyline, which keeps the gamers wondering how the story will continue, players will keep on playing just to settle their curiosity (Pace, 2004). The same goes for character development. In many games players can level up their characters, making them stronger and providing them with new powers. Players tend to be curious as to what new powers they will get and how these new found abilities will influence game dynamics (Qin et al., 2009). 11 Cooperation, Competition & Recognition. Cooperation, competition & recognition are three interpersonal motivation types and refer to the interaction players have with people whom the player takes social cues from and evaluates himself against (Deen & Schouten, 2010). Players for instance check their rankings to see how their abilities stack up to one another and become motivated to outrank them (competition). Collaboration can be seen in games as forming guilds or working together to defeat certain boss-enemies; while recognition refers to the respect a player receives from others when he reaches a certain status, such as being the leader of a guild or displaying a very high level of skill. Deen and Schouten (2010) argue that this interaction with other players facilitates feelings of competence and autonomy, and in turn increases motivation. Computer games come in many different forms and can be categorized into a number of genres, such as: puzzle, strategy, adventure, sport, shooters and massive multiplayer online role playing games (MMORPG). Although each genre can be used for educational purpose, the relative new game genre of MMORPG may exhibit the most potential when it comes to capitalizing on the seven game characteristics proposed by Malone and Lepper (1984). MMORPG is one of the most popular genres at the moment and provides a flexible environment that fosters the intrinsic motivation of its players. A MMORPG can be characterized by an interactive, narrative environment in which players are free to do what they want. These enormous worlds and elaborate storylines are powerful tools to induce fantasy and encourage curiosity. Another typical element of MMORPG’s are quests. Players can receive quests from non player characters and have total control over which quests to accept and when to complete these tasks. This feeling of control gets further enhanced by the freedom the player has to explore the surroundings and decide upon what to do next. MMORPG’s, as their name implies, have many players online at the same time interacting with each other, offering ample opportunities for cooperation competition and recognition. Players can team up in order to defeat stronger enemies, form guilds, or help others complete certain quests. Players gain experience points for completing quests or defeating enemies, making them stronger and evolve into more powerful creatures. This might include the gain of new spell casting abilities or the ability to wear better armour or wield better weapons. By putting emphasize on character development the players identify themselves with their 12 character and see their avatar as an extension of oneself (Dickey, 2007). Leaderboards can be used to fuel competition and recognition by letting players compete for top spot and gain the respect of other players. Another way to enhance these feelings is to offer special weapons or armour to the high level players and to put one’s combat level right next to their name for everyone to see (Piselli et al., 2009). – Theoretical framework – Motivation: Motivation plays a key role in effective learning and influences how and why people learn, as well as how they perform (Pintrich & Schunk, 1996). One precondition of delivering sub-par performances is motivation. Students for example, who are motivated to learn, perform better then unmotivated students. The same can be applied to the context of WM training. Participants who are motivated to use the WM training program are likely to reach better results than participants lacking this motivation. One approach to increase participant’s motivation in training programs is the use of game elements. The inclusion of game elements makes the, somewhat boring, training tasks more enjoyable and motivates the participants to continue their training. One research that has investigated this relationship is the study by Prins et al. (2011). They studied the effect of game elements in WM training on motivation and training efficacy in children with ADHD. They found that the use of game elements indeed had a positive effect on both training efficacy and motivation, arguing that the motivation of the user can be improved by adding game elements. Some limitation of their study however are the few game elements they added and the relative short duration of the training, namely 3 sessions of 15 minutes (15 minutes scheduled training and 15 minutes optional afterwards). The inclusion of such few game elements may succeed in keeping the children motivated during this short time span, however the chances are that they get bored very easily if the duration of the training would be much longer. This thesis follows the line of reasoning that game elements improve motivation and will even go one step further by comparing three different WM training conditions with each other. A control condition that uses training software without game elements; a medium 13 condition that uses training software with a few game elements and a MORPG condition that uses WM training integrated in a MORPG, hence a lot of game elements. This study posits that the participants in the MORPG condition will show the highest motivation, followed by the participants in the medium conditions. The participants in the control condition will show the least motivation. WM performance: WM performance is known to play a role in academic outcomes, such as math (Ashcraft and Krause, 2007; Miller and Bichsel, 2004) and reading comprehension (Seigneuric et al., 2000). Furthermore studies have repeatedly demonstrated that there is a positive link between ADHD and WM deficits (Dowson et al., 2004; Kofler et al., 2011; Mariani & Barkley, 1997; Westerberg et al., 2004; Willcut et al., 2005). Recent studies have found that WM performance can be increased by targeted training (e.g. Klingberg et al., 2005; Prins et al., 2011). One underlying key aspect in training is motivation and one can argue that higher motivation (in the form of more game elements) leads to better training results. Alternatively one can also reason that game elements pose a distraction and interfere with training efficacy, resulting in poorer results. For instance, showing a victory animation or walking around in the game world takes away valuable time that otherwise could be spent doing another WM task. Although this last argument certainly has its merits, this thesis suggests that the motivational benefits gained by game elements outweigh the distraction they may cause. In other words, this study hypothesizes that the MORPG condition will have the largest positive effect on WM performance, followed by the medium condition. The control condition will have the smallest positive effect on WM performance of the three training conditions. ADHD symptoms: The ultimate outcome of treating WM deficits in children with ADHD is a decrease of the displayed symptoms. Research has shown that improved WM performance may lead to significant reduction in symptoms of inattention and hyperactivity. For instance Beck et al. (2010) found that parent ratings indicated significant improvement on inattention, overall number of ADHD symptoms, planning/organization, and WM. These findings are in line with the work of Klingberg et al. (2005), who found that improved WM performance in children with ADHD resulted in a reduction of the parent-rated inattentive symptoms of 14 ADHD, both post-intervention and at a 3-month follow-up. In line with the literature this study assumes that an increase in WM performance will lead to a decrease in inattentive and hyperactive behaviour and proposes that the MORPG condition will have the largest negative effect on ADHD symptoms, followed by the medium condition. The control condition will have the smallest negative effect on ADHD symptoms of the three training conditions. Corresponding to the aforementioned hypothesis the following conceptual model can be built (Figure 1). The degree of game elements is believed to have a positive effect on motivation. Motivation in turn should have a positive effect on time spent on WM tasks and WM performance; and a negative effect on inattentive behaviour and hyperactive behaviour. Time spent on WM tasks is believed to positively affect WM performance, whereas an increase in WM performance should have a negative effect on both inattentive and hyperactive behaviour. + + + + - - - Figure 1 Conceptual model 15 – Method – Research design The research strategy adopted in this study is a randomized controlled trial, consisting of two experimental conditions and a control condition. Participants in the control condition received training using basic WM training software without game elements. The medium condition received training using WM training software with few game elements and the participants in the MORPG condition received WM training using WM training software with a lot of game elements. Subjects The research started out with 50 participants from the Netherlands who were gathered from forums targeted at parents with children who have ADHD (e.g. www.Balans.nl and www.adhd-xtra.nl) and different agencies that provide care and support to children with psychological disorders like ADHD and autism spectrum disorders. Inclusion criteria were: (a) diagnosed with ADHD or showing strong signs of ADHD symptoms (reported by their parents); and (b) aged between 7 and 15 years. The participants were matched for age, gender and ethnicity and evenly divided over the three conditions. From the initial 50 children who agreed to participate in this experiment two dropped out before the start of the training due to computer problems. During the course of the training four children discontinued the training leaving a final sample of 44 children who completed the whole experiment. The demographic information and baseline characteristics are shown in Table 1. Noteworthy is that 91% (40/44) of the research sample was officially diagnosed with ADHD and that the other 9% (4/44) showed strong signs of ADHD symptoms (as reported by their parents) but were not officially diagnosed yet. Materials Besides the three different training programs described below, this study also used the following questionnaires: SWAN Rating Scale for parents (Dutch version), the Child Behaviour Checklist 6-18 years (Dutch version), a general checklist, and an exit questionnaire. 16 SWAN Rating Scale for parents. This questionnaire is often used in research to get a good representation of the ADHD symptoms (e.g. Hay et al., 2007; Polderman et al., 2007). The Swan consists of 18 items, which are scored on a sevenpoint scale (-3 = far above average; -2 = above average; -1 = somewhat above average; 0 = average; 1 = somewhat below average; 2 = below average; 3 = far below average) (Swanson et al., 2005). Individual scores were calculated for both the inattention and hyperactivity-impulsivity dimensions. A high score indicates a higher level of ADHD symptoms, whilst a negative score indicates that the child shows better than average attention/hyperactive behaviours. Child Behaviour Checklist 6-18 years (CBCL). The CBCL is commonly used by scholars as a screening instrument to portray the behavioural and emotional problems of a research sample (e.g. Biederman et al., 2005; Karatekin et al., 2010). In this study only the second part of the CBCL was used, which consisted of 113 items. The items are scored on a three point scale (0 = not at all, 1= sometimes, 2=often). The 113 items translate into the following subscales: withdrawn, somatic complaints, anxious depressed, social problems, thought problems, attention problems, rule-breaking behaviour and aggressive behaviour. (Achenbach & Rescorla, 2001). Reliability analysis shows that the internal consistency of the CBCL was high (Cronbach’s alpha = 0.82) and Internal consistency coefficients of the subscales ranged from alpha = 0.48 to 0.85. The CBCL was administrated to verify if there were significant differences in behavioural or emotional problems between the three training conditions. General checklist. A general checklist was used to get relevant information regarding the demographic characteristics of the subjects like: age, gender, prior computer knowledge and average time spent playing videogames. These demographic characteristics were used to verify if there were no significant differences amongst the three conditions. Exit questionnaire. The exit questionnaire was used to measure motivation. The questionnaire consisted of eight questions, which translate into the following four subscales: enjoyableness of the program, enjoyableness of the WM tasks, voluntary engagement and continuation. The total score for motivation is calculated by adding up all the item scores. A high score indicates strong motivation to use the program, whilst a low score indicates that the child showed little interest in the program, hence less motivation. 17 Table 1 Demographics and Baseline Characteristics. Variables Mean age (years) Control (n=14) Medium (n=15) MORPG (n=15) 10,75 (2,24) 10.07 (2.46) 10.07 (2.58) No. male (%) 12 (86%) 12 (80%) 12 (80%) Ethnicity (Dutch) 13 (93%) 14 (93%) 14 (93%) No. Diagnosed with ADHD (%) 13 (93%) 13 (87%) 14 (93%) No. that use medication (%) 9 (70%) 9 (64%) 9 (64%) No. With other disorders (%) 6 (43%) 8 (53%) 7 (47%) Education Child 1.50 (1.22) 1.20 (0.68) 1.40 (0.99) Education Mother 3.00 (0.88) 3.20 (1.15) 3.80 (0.77) Education Father 2.93 (0.83) 3.13 (1.06) 3.67 (0.62) 14 (yes) 15 (yes) 15 (yes) 7.31 (3,31) 4.52 (2.55) 7.02 (3.32) - Withdrawn 3.86 (2.88) 3.87 (2.97) 4.27 (3.10) - Somatic complaints 1,93 (1,54) 2.57 (2.53) 1.20 (1.66) - Anxious depressed 7.29 (3.95) 6.08 (4.41) 5.60 (3.66) - Social problems 4.46 (2.85) 5.43 (3.86) 4.46 (2.85) - Thought problems 1.79 (1.63) 1.36 (1.28) 1.79 (1.63) - Attention problems 11.43 (3.65) 12.71 (3.91) 11.43 (3.65) 3.00 (2.26) 1.83 (2.33) 3.00 (2.26) 11.50 (5.85) 11.73 (6.11) 7.13 (4.45) 15.00 (3.80) 13.53 (4.87) 12.93 (4.54) - Hyperactivity 9.79 (4.74) 12.40 (5.01) 7.73 (6.48) Memory span 3.50 (0.76) 4.00 (0.85) 3.40 (0.83) Computer game experience Hours per week CBCL 6-18 - Rule-breaking behaviour - Aggressive behaviour Swan (parents version) - Inattentive Note: Means; the SD is shown in parentheses 18 Training programs All three training conditions, in essence, used the same training program in the sense that they all made use of the same tasks to train one’s WM. The difference between the programs however lies in the amount of game elements integrated in each program and the way feedback is provided to the user. All three training programs have been created by the author of this study, who has adequate knowledge and experience in computer programming and game design. A small demo video of the three WM training programs can be found at www.zorgbureauderugzak.nl/WM-training.php MORPG training software. This training program consists of a large MORPG world, in which multiple players can be online at the same time and interact with each other. The users are free to walk around and do whatever they feel like doing. The user is represented by a character with different attributes, like strength, magic and healthpoints. The main focus of the game is to complete quests. These quests are given to the user by certain non player characters. When a player accepts such a quest he gets into a battle screen in which he has to complete the various WM tasks in order to defeat the opponent. When one succeeds in completing the task he will receive gold and experience points. The gold can be used in shops to buy new armour, weapons, clothing, healing potions or other items. The experience points are used to level up your character, evolving the player into a stronger character every time he levels up. The program is designed in such a way that the only way to become stronger and progress through the game is by doing quests, ensuring that the user doesn’t become too distracted by all the freedom. During the game the difficulty level of the WM tasks increases gradually. At the start of the game the WM tasks will be rather easy, but as the player progresses through the game the WM tasks will get harder and more challenging. Medium training software. This training program is set in a more static environment and is kind of similar to the experiment condition used in Prins et al. (2011). The story line is less elaborating then that of the MORPG condition and the players are not part of a world in which they can interact with each other or walk around freely. The program consists of a main menu screen showing all the WM tasks. When a player clicks on a WM task he gets into a battle screen in which he has to complete the different tasks in order to defeat the enemy and unfold 19 the story-line. Every time the user defeats an opponent three times the difficulty of the task is enhanced and the user gains a level. Whenever the user loses three battles in a row, the difficulty of the task is lowered. Control training software. This is a training program that uses no game elements at all. The user has no control in selecting which WM task he wants to do. The program just starts with one task and waits until the user has done 20 trials before switching to another task. Every time the user has two consecutive trials correct the difficulty gets increased, whenever the user makes two errors in a row the difficulty of the task drops one level. Description of the WM tasks Simon task. This task is similar to the well know game Simon Says and comes in three versions. In the first version a ring consisting of the colours green, red, yellow and blue is depicted on the screen. The computer shows a sequence, for instance blue, red, yellow and the user has to replicate the exact same sequence. In the second version the sequence starts with one, and is extended by one, every time the user repeats it correctly. For instance: the first sequence is yellow, the second could be: yellow, green, followed by the third: yellow, green, green and the fourth: yellow, green, green, blue. This goes on until the user makes an error or reaches a certain target number (Between 3 and 8, depending on which difficulty-level the player is at the moment). The third version is the hardest one and is similar to the second version, except instead of repeating the whole sequence, only the newly added colour will be shown. To give an example: the first one is blue and the user presses the blue button. Then the yellow button lights up, so the player now has to press the blue button followed by the yellow button. This procedure continues until the user makes an error or reaches a target number (again between 3 and 8, depending on which difficulty-level the player is at). Memory task. This task is similar to the game memory. The user is shown a number of pictures that come in pairs. After a set amount of seconds the pictures are flipped over and the user has to reveal the pairs. The task ends if the player makes a mistake or when all the pairs are revealed. The amount of pairs and seconds range from 4 to 9 pairs and 7 to 30 seconds, depending on the level the player is at. 20 N-back task. The N-back task comes in two different versions. In the first task words representing animals are shown one at a time. The user has to press a button when they think that the word in front of them is exactly the same as the word shown N number of words ago. The task ends after a number of items (20 to 28, depending on the difficulty-level). If the player scores 60 % or more he was successful, if he scores less than 60 % he failed the task. The score is determined by the following equation: (correct hits – wrong hits) / total possible hits. The second task is a more visual task. In this task a random numbered sequence of images representing fruit are shown one after another. Suddenly the sequence stops and the users have to select the images of the fruit they saw N number of images ago. The task is ended when the player makes a mistake. In both versions of the N-back task N can range from 2 to 5 (depending on the difficulty-level). Number recall task. This task also comes in two different versions. In the first version the user hears a sequence of digits which he has to replicate. For instance the digits 5, 6, 9 are called out by the computer and the user has to repeat the digits in the exact same order, thus 5, 6, 9. The second task works exactly the same however the user now has to repeat the sequence backwards. For example if the sequence is again 5, 6, 9 the user has to type 9, 6, 5. The amount of digits in both versions can range from 3 to 8 digits depending on the difficultylevel of the task. Figure task. In this task a number of random coloured figures (blue, red, green, purple, yellow, black, orange and white), (square, circle, triangle, cross, star, question mark and exclamation mark) are depicted on the screen. The user has a few seconds to remember the figures and is then asked what the colour of a certain figure was. The amount of figures and the number of seconds that are shown to the user depend on the difficulty-level and ranges from 3 to 7 figures and 7 to 24 seconds. 21 Outcome measures Motivation. Motivation was measured by a post-test questionnaire asking the children how much they liked using the WM training software. The questionnaire consisted of 8 questions and a high score indicates strong motivation to use the training software, whereas a low score indicates that the child showed little interest in the training software, hence being less motivated. WM performance. WM performance was measured using a computerized version of the spanboard task adapted from Klingberg et al. (2005). The user is shown a 4 x 4 grid consisting of 16 blue squares. The squares light up in a random order, one after the other. When the sequence is finished the user has to replicate the exact same sequence. The first sequence consists of three squares and after two consecutive completions the sequence is increased by one square. If the user fails to replicate a sequence on two consecutive sequences the task is ended and the number of squares of the last sequence minus one will be their memory span. This task is also used by Prins et al. (2011) as the method of training WM and only differs from the task used by Klingberg et al. (2005) in the way the grid is presented, using blue squares instead of red circles. The span-board task will be used to measure the baseline score of WM performance before the training and also to measure WM performance afterwards. The span-board itself is not part of the training tasks and differs from the trained tasks in respect to the stimuli that are used. Inattentive and hyperactive behaviour. Inattentive and hyperactive behaviour was measured using a parent rated questionnaire. Previous work on WM training (e.g. Klingberg et al., 2005) has shown that ADHD symptoms significantly decreased after WM training based on parent ratings. This research will follow the line of previous studies by measuring the ADHD symptoms, using the SWAN Rating Scale for parents (Swanson et al., 1998). This questionnaire was presented to the parents before the training and after the training to see if there was a significant difference in inattentive and hyperactive behaviour at the end of the training. 22 Procedure Families expressing interest in participating in this research were sent detailed information regarding the study, together with the following questionnaires: the SWAN Rating Scale for parents, the CBCL, a general checklist and an informed consent form. Only after receiving these forms did the parents receive the link where they could download there designated training software. The training software can be used at home, using a standard PC or laptop with Windows as operating system. When the program starts, it makes a connection to the server and the training begins. The data was stored in a database when the user logged out. The database is password-protected and is stored on a computer primarily used to act as a server and a data storage system. When the participants log in for the first time they had to complete the span-board task before the actual training started. The duration of the training session was three weeks and the training could be done at home in front of the computer. The parents of the children were told that in order for the training to have an effect their child has to use the program for at least 2 hours each week, and the more they would use it the larger the improvement would be. A previous study by Prins et al. (2011) found a significant increase in WM performance after using a computerized WM training program during 3 sessions of 15 minutes (15 minutes scheduled training and 15 minutes optional afterwards). Following the results of their study, a minimum of 2 hours per week over a period of 3 weeks should be enough to see a significant improvement in WM performance. If people showed inactivity for a week, they were sent an e-mail asking them to please continue with the WM training. At the end of the training the parents were asked to fill out the SWAN questionnaire for the second time, whilst the children were prompted by the program to do the span-board task once more and fill out the exit questionnaire. 23 - Results Pre-training group differences Table 1 shows the demographic information and baseline characteristics of the participants. Pre-training group differences were tested using analysis of variance and Chi-square tests were used for categorical variables. The ANOVA’s and Chi-square tests showed that the three training conditions didn’t differ significantly in terms of demographic variables and baseline characteristics except for the CBCL 6-18 scale aggressive behaviour F(2,41) = 3.28, p < .05. Although the post-hoc Tukey test didn’t show a significant difference between the three groups (probably due to the relative small sample sizes), it hints that the participants in the MORPG condition scored remarkably less on this scale compared to the other two groups. Noteworthy is that all participants had at least some experience with videogames and that the three conditions didn’t differ significantly on: average time spent playing videogames (F(2,41) = 2.65, p = .083) and the baseline characteristics: memory span (F(2,41) = 2.33, p = .110), inattentive behaviour (F(2,41) = 0.82, p = .446) and hyperactive behaviour (F(2,41) = 2.73, p = .077). Descriptive statistics and path analysis of the conceptual model The descriptive statistics and the bivariate correlations of the variables used in this study are shown in Table 2. It should be noted that these correlations are used for descriptive purpose rather than for predictive value between the dependent and independent variables. Table 2 shows that the participants on average spent close to 4 hours (3:59:38) on the WM tasks; increased their memory span by 0.55; scored 0.73 points lower on the Swan inattentive subscale and 0.50 points higher on the Swan hyperactive subscale. This latter finding seems counterintuitive to the theory and our hypothesis that WM training has a negative effect on hyperactive behaviour. Furthermore the correlation matrix shows a positive relation between training condition and motivation (.509), suggesting that the degree of game elements has a strong influence on motivation. Other noteworthy results are the relationship between motivation and inattentive behaviour (-.132) and motivation and hyperactive behaviour (-.500), suggesting that motivation has a larger impact on hyperactive behaviour, than on inattentive behaviour. 24 Table 2 Means, Standard Deviations, and Zero-Order Correlations of Variables in the Path Analysis. Variable Mean SD (1) (2) (3) (4) (5) (1) Condition 1.02 0.82 1 (2) Motivation 13.72 6.70 .509** 1 (3) TS WM tasks 3:59:38 1:40:23 .231 .758** 1 (4) WM performance 0.55 0.87 .403** .490** .446** 1 (5) Inattentive -0.73 1.56 -.132 -.124 -.185 -.265 1 (6) Hyperactive 0.50 1.52 -.308* -.500** -.374* -.333* .167 (6) 1 Note: TS WM tasks = Time spent on WM tasks. N = 44; * = correlation is significant at P<0.05; ** = correlation is significant at P<0.01 Path Analysis In order to test the proposed model depicted in Figure 1, a path analysis was conducted. Path analysis is a variant of structural equation modelling, which takes a hypothesis testing approach to the multivariate analysis of a structural theory (Byrne, 1998). Using this method, the presumed causal relations under examination are represented by a series of structural equations, which can be portrayed in a path-diagram to allow for a clear conceptualization of the theory under study. This study used AMOS 5 (student version), which is a program designed by IBM to aid SPSS in building structural equation models. AMOS 5 uses several fit indices to assess how well the proposed model fits the sample data. First, the chi-square statistic can be used as a measure of fit between the sample covariance and fitted covariance matrices (Byrne, 1998). The higher the probability associated with chi-square, the closer the data fits the proposed model compared to the full model. In addition, other indices that are used to assess the fit of the proposed model to the sample data are: the Goodness of Fit Index (GFI), the Normed Fit Index (NFI), and the Comparative Fit Index (CFI). Values of .900 or above for these indices are indicative of good fit (e.g., Hu & Bentler, 1995; Schumaker & Lomax, 1996). Furthermore, the Root Mean Square Error of Approximation (RMSEA) estimates lack of fit compared to the full model by taking the error of approximation in the population into 25 account (Byrne, 1998). RMSEA values of .05 or less indicates a good fit, values .08 or less indicate adequate fit, whilst values above .10 indicate poor fit (MacCullum et al., 1996). For the proposed model tested, the fit indices showed that this model fitted the sample data reasonably well. (χ2 = 8.955, df = 7, p = .256). The values for the GFI, NFI and CFI were all above .900 (.941, .902, and .974, respectively). The RMSEA value however was .081, which is borderline for adequate fit. Table 3 Standardized regression weights path analysis. Effect On motivation (Intercept) Parameter estimate Standardized estimate t p .509 3.878 .000 .785 8.321 .000 (9.471) of condition 4.151 On TS WM tasks (364.151) of motivation 706.724 On memory span (.-442) of motivation 0.048 .364 1.705 .088 of TS WM tasks 0.000 .160 0.751 .452 On inattention (-,491) of motivation 0.002 .008 0.046 .963 of memory span -0.479 -.269 1.593 .111 On hyperactivity (1.987) of motivation -0.100 -.443 -2.944 .003 of memory span -0.201 -.116 -0.771 .441 Table 3 shows the decomposition of effects from the path analysis. Training condition (the degree of game elements) had a significant effect on motivation (/3 = .509, t = 3.878, p < .001). Motivation in turn had a positive significant effect on total time spent on the WM tasks (/3 = .785, t = 8.321, p < .001); a negative significant effect on hyperactive symptoms (/3 = - .443, t = -2.944, p < .01) and a positive, non significant, effect on WM performance (/3 = .364, t = 1.705, p = .088). Contrary to hyperactive symptoms, motivation doesn’t appear to have any direct effect on inattentive symptoms (/3 = .008, t = 0.046, p = .963) 26 In line with the proposed model time spent on WM tasks proved to have a positive effect on WM performance, this effect however was non-significant (/3 = .160, t = 0.751, p = .452). WM performance in turn, as expected, showed a negative effect on inattentive behaviour and hyperactive behaviour. Again these results appeared to be non significant (/3 = -.269, t = -1.593, p = .111 and /3 = -.116, t = -0.771, p = .441 respectively). Figure 2 illustrates the path analysis of the proposed model and shows the residual path coefficients (R). These coefficients represent the effect of variables not included in the model. Figure 2 Model path analysis. Dotted lines indicate path coefficients for residuals (R). Training outcomes Motivation Motivation was measured by an exit questionnaire asking the children eight questions regarding how much they liked using their WM training program. A one-way ANOVA on the four scales of the exit questionnaire revealed that there was a significant difference between the groups on all scales of the questionnaire, except for the scale enjoyableness of the WM tasks F(2,41) = 1.373, p = .265. Post hoc analyses with Bonferroni correction on the different scales resulted in the following outcomes. 27 (enjoyableness of the program) Participants in the MORPG condition rated the game as enjoyable significantly more (M = 14.07, SD = 3.67) compared to the participants in the medium condition (M = 8.43, SD = 3.42), p < .001 and the control condition (M = 7.93, SD = 3.43), p < .001. No significant difference was found for this scale between the medium condition and the control condition. (enjoyableness of the WM tasks) No group difference was found regarding the enjoyableness of the WM tasks. This result was expected because the WM tasks were exactly the same in each of the three conditions. (voluntary engagement) Participants in the MORPG condition played the game significantly more voluntarily (M = 2.40, SD = 1.68) compared to the participants in the medium condition (M = 0.87, SD = 1.13), p < .01 and the control condition (M = 0.86, SD = 0.95), p < .01. No significant difference was found for this scale between the medium condition and the control condition. (continuation) Participants in the MORPG condition were significantly more inclined to play the game after the study (M = 1.47, SD = 0.83) compared to the participants in the control condition (M = 0.57, SD = 0.76), p < .05. No significant differences were found for the MORPG condition compared to the medium condition and the medium condition compared to the control condition. Following these results one can conclude that participants in the MORPG condition were more motivated to use their training program compared to the participants in either the medium condition or the control condition. The participants in the medium condition and the control condition didn’t seem to differ significantly on motivation. Time spent on WM tasks. The total effective playtime of each participant was recorded automatically by the program. To control for idle time (e.g. leaving the game running, whilst away from keyboard/mouse), the effective playtime stopped recording after 3 minutes of no keyboard input or mouse movement and resumed recording when the participant went active again. The parents were told that the participants should use the training program for at least 2 hours each week in 28 order to see progress. The minimum, maximum, mean and standard deviation of the total playtime per condition are presented in Table 4.The means clearly show that on average the participants in the control and medium condition had difficulty in approaching the 2 hours per week mark (6 hours in total) as compared to the MORPG condition (M = 3:38:19; M = 4:05:37 and M = 6:52:18 respectively). Table 4 Descriptives of Effective play time. Conditions N Min Max Mean SD Control 14 1:20:58 6:14:43 3:38:19 1:26:14 Medium 15 2:02:31 6:36:52 4:05:37 1:20:59 MORPG 15 2:38:54 12:35:56 6:52:18 2:49:35 The Levene test of homogeneity of variance was significant p < .05 for total active playtime; hence a Robust Tests of Equality of Means was conducted. The Welch statistic was significant p < .01, which implies a significant difference between the three training groups. Post hoc Tukey analyses showed that the average playtime of the MORPG group (M = 6:52:18, SD = 2:49:35) was significant larger then both the medium group (M = 4:05:37, SD = 1:20:59) p < .01 and the control group (M = 3:38:19, SD = 1:26:14), p < .001. No significant difference on total active playtime was found between the medium group and the control group. Because the three WM training programs differ in the degree of game elements, total effective playtime isn’t a true measure for time that is actually spent on the various WM tasks. The MORPG condition for example allows players to roam around in a vast world and interact with other players, which would qualify as game time, but not as time spent on WM training. In order to get a true measure of time spent on training WM the actual time spent on WM tasks was recorded as well for every participant (Table 5). From Tables 4 and 5 one can calculate the percentage of time spent on WM tasks compared to the total playtime for each of the three conditions (100% in the control condition; 92% in the medium condition and 67% in the MORPG condition). A one-way ANOVA was conducted to find out if there was a difference in time spent on the WM tasks between the three training conditions. The ANOVA was non-significant, 29 indicating that the three training conditions didn’t differ significantly on the time participants spent doing WM tasks F(2,41) = 1.405, p = .275. Table 5 Descriptives of Time spent on WM tasks. Conditions N Min Max Mean SD Control 14 01:20:58 6:14:43 3:38:19 1:26:14 Medium 15 01:54:58 06:09:20 03:44:46 01:15:00 MORPG 15 01:34:16 09:05:15 04:34:24 02:08:12 WM performance WM performance was evaluated by looking at the participant’s baseline memory span and their memory span after three weeks of training. A 3 x 2 (conditions x pre-test memory span/post-test memory span) ANOVA with repeated measures on the last factor showed a significant main effect for memory span F(1,41) = 19.599, p < .001, ε = .323 and a significant interaction effect between memory span and condition F(2,41) = 4.840, p = .013, ε = .191 (Fig. 3A). To break down this interaction effect the ANOVA with repeated measures was followed up by a post-hoc Tukey analysis. Participants in the MORPG condition showed significant more improvement on WM performance (M = 1.07, SD = 0.88) compared to the medium condition (M = 0.33, SD = 0.82) p < .05 and the control group (M = 0.21, SD = 0.18), p < .001. No significant difference on WM performance was found between the medium condition and the control condition. To find out if participants in any of the three conditions showed a significant increase in WM performance three separate paired-samples t-tests were conducted. On average, participants in the MORPG condition experienced a significant increase between their memory span pre-training (M = 3.40, SE = 0.21) and their memory span post-training (M = 4.47, SE = 0.19), t(14) = -4.675, p < .001. Participants in the medium and control condition on the other hand didn’t show a significant increase in memory span (t’s < 1.581, p’s > .136). 30 ADHD symptoms Inattention: Inattention symptoms were evaluated by looking at participant’s pre-training score on the Swan subscale inattention (as rated by the parents) compared to their inattention score after three weeks of training. A 3 x 2 (conditions x pre-test /post-test) ANOVA with repeated measures on the last factor showed a significant main effect for inattention F(1,41) = 9.141, p < .01, ε = .181. The interaction effect between inattention and condition was non significant F(2,41) = 0.378, p = .688, ε = .018, hence no post-hoc analyses were conducted for inattention (Fig. 3B). In addition three separate paired-samples t-tests were conducted to see which conditions accounted for the significant main effect of inattention. On average, participants in the MORPG condition experienced a significant decrease regarding their inattention score pre-training (M = 12.93, SE = 1.17) and their inattention score posttraining (M = 11.93, SE = 1.08), t(14) = 2.185, p < .05. Participants in the medium and control condition on the other hand didn’t show a significant difference between their inattentive scores pre-training and post-training (t’s > -1.625, p’s > .126). Hyperactive: Hyperactive symptoms were evaluated by looking at participant’s pre-training score on the Swan subscale hyperactive behaviour (as rated by the parents) compared to their hyperactive score after three weeks of training. A 3 x 2 (conditions x pre-test /post-test) ANOVA with repeated measures on the last factor showed a significant main effect for hyperactivity F(1,41) = 5.33, p < .05, ε .115. The interaction effect between hyperactivity and condition was non significant F(2,41) = 2.634, p = .084, ε = .114, hence no post-hoc analyses were conducted for hyperactivity (Fig. 3C). To test for significant effects on hyperactive symptoms between pre-training and post-training three separate paired-samples t-tests were conducted. On average, participants in the control condition experienced a significant increase regarding their hyperactive score pre-training (M = 9.71, SE = 1.23) and their hyperactive score post-training (M = 10.64, SE = 1.17), t(13) = -2.616, p < .05. Participants in the medium condition also showed a significant increase in hyperactive score pre-training (M = 12.40, SE = 1.29) and their hyperactive score post-training (M = 13.20, SE = 1.50), t(14) = -2.175, p < .05. Participants in the MORPG condition didn’t show a significant difference between their hyperactive scores pre-training and post-training (t(14)= -0.480, p = .638). 31 A B C Fig 3 Interaction effects 32 - DiscussionThis thesis set out to study the effect game elements have on motivation, WM performance and inattentive/hyperactive ADHD symptoms. In this study the treatment group that used the MORPG training software performed considerably better than the participants in the medium and control condition on the main outcome measures: motivation, WM performance and inattentive/hyperactive ADHD symptoms. Participants in the MORPG condition showed the most motivation, indicating that the degree of game elements definitely has a big impact on the willingness and enthusiasm to spent time on the training. This finding is plausible and concurs with the theory suggesting that integrating game elements into teaching programs could be a powerful way to facilitate intrinsic motivation (Habgood et al., 2005). Contrary to our hypothesis and the work of Prins et al. (2011) participants in the medium condition didn’t appear to be more motivated than the participants in the control condition. The medium condition and the control condition in the current study were very similar to the game condition and control condition used by Prins et al., who did find a significant difference between their game condition and control condition. One explanation for this discrepancy between previous research and the findings from this study is that the training format used in the Prins et al. study was different. In their study they used a special training room to conduct the WM training. After 15 minutes of training the experimenter left the room and the children were allowed to either keep on playing the game or read a magazine. The present study however was situated in a home-based environment, which equals to much more distraction. One can easily imagine that a child will be more motivated to continue the same WM training program in a condition where he is restricted to either that or reading a magazine, as compared to a condition in which the child has ample (and more fun) alternatives, such as: playing real videogames on the pc or a gaming console, watching TV, or spending time with friends. To compete with the aforementioned activities WM training programs, that are designed for use at home, should integrate the WM training tasks into real computer games. Merely adding a few game elements (represented by the medium condition in this study) just won’t captivate the motivation of children with ADHD in a home-based environment. Another point that clearly comes forward from the exit questionnaire is that the WM tasks themselves need to be revamped. Out of the 44 participants, 32 found the WM tasks uninteresting or boring and only one participant actually liked the WM exercises. 33 The participants in the MORPG condition experienced a significant increase in WM performance after three weeks of training. This finding supports the theory that children with ADHD can improve their WM performance by repeating certain WM tasks designed to systematically target WM processes. The participants in the medium condition and control condition on the other hand didn’t experience a significant impact on WM performance. The inclusion of motivating game elements may affect WM performance in two ways: (a) it may directly enhance the effect of training, or (b) it may increase the time spent using the training program, and the enhanced training then improves the effect on WM performance. Since the three conditions didn’t differ significantly on the actual time spent doing WM tasks it is viable to attribute this to the first possibility, that training in a motivating game environment directly enhances the effect of WM training. Path analysis also supports this notion, indicating that motivation has a stronger effect on WM performance (/3 = .364, t = 1.705, p = .088), than time spent on WM task (/3 = .160, t = 0.751, p = .452). In line with the theory and with previous research (e.g. Beck et al., 2010) path analysis showed a negative effect for WM performance on parent rated inattentive behaviour. This effect however was non significant (/3 = -.269, t = -1.593, p = .111), but it hints that an increase in WM performance may lead to a decline in inattentive behaviour. More support for this claim can be found by taking a closer look at the different training conditions. Participants in the MORPG condition experienced a significant decrease in parent rated inattentive behaviour, whereas the participant’s inattentive scores in the medium and control condition didn’t differ significantly after three weeks of training. These findings are plausible, given that only the children in the MORPG condition experienced an increase in WM performance it would be expected that only these children would display a significant decrease in inattentive behaviour. Contrary to what was expected did the children in both the medium and the control condition display a significant increase in hyperactive behaviour after three weeks of training. The children in the MORPG condition didn’t show any significant change in parent rated hyperactive symptoms. These findings contradict the results found by a similar study performed by Klingberg et al. (2005), who found a significant decrease in hyperactive symptoms for children in their training condition. In their study the children were also allowed to do the WM training in a home based environment and the training program they used in their study resembles the control condition in this study. Although the actual WM tasks that were trained may differ between the two studies, they both used a training program 34 without elaborating game elements, both included visuospatial and verbal WM tasks and both had automatic adjusting of the difficulty levels to match the WM span of the child on each task. An explanation for these contradicting results is hard to find. It could be that the children in the Klingberg et al. study may have been more motivated to participate in the training. This however is pure speculation since they didn’t include a measurement for motivation. It is easy to imagine that children (especially those with ADHD), who lack the motivation to carry out the WM training, will be more rebellious and become defiant when their parents ask them to persist with the training. The exit questionnaire clearly showed that most children in the medium and control condition didn’t like the training and regarded the WM tasks as boring, suggesting that the former explanation might indeed be the reason why hyperactive behaviour increased in the medium and control condition. The children in the MORPG condition on the other hand scored much better on the hyperactive scale and, although not significant, they even showed a small decrease in hyperactive behaviour. The reason for not finding a significant decrease in hyperactive behaviour for the MORPG condition may be explained by the relative short time span of the training. In the Klingberg et al. study the participants trained on average 40 minutes each day, for 25 days, whilst the participants in the MORPG condition spent only an average of 4,5 hours (M = 04:34:24) doing the WM exercises. It is possible that participants in the MORPG condition would have displayed a significant decrease in hyperactive behaviour if the training was prolonged. Research limitations Despite the contribution of this thesis one has to realize that this study isn’t without limitations. First, and perhaps the biggest limitation of this study is the relative small sample size per condition. The total sample size in the present study was 44 (divided evenly over three conditions), which is relative low compared to other similar studies like those of Klingberg et al. (2005) and Prins et al. (2011) who used 44 subjects (divided over two conditions) and 51 subject (divided over two conditions) respectively. A bigger sample size would provide the ability to better detect significant differences between the three conditions. Although a larger sample size would be desirable, it was very hard to find this many families with children diagnosed with ADHD, who were willing to participate in this study during a time span of three weeks. 35 A second limitation is the lack of a reliable assessment of the participant’s IQ. Since WM is closely related to IQ it would have been good practice to conduct an IQ test, like the WISCIII, as a baseline measurement for IQ. Due to time constraints and practical issues it was opted to use the education level of the participant and that of both parents as an alternative measure for IQ. A third limitation of this study is the use of several WM tasks that haven’t been tested in previous research, such as the various simon tests and the figure recall test. Although the extent to which these tasks measure WM performance hasn’t been tested yet, it is fair to say that the nature of these tasks trigger certain WM processes. For example in the simon task the participants have to store a sequence of colours in their WM for a short period of time and are then asked to reproduce that exact same sequence. A fourth limitation of this study is that it doesn’t become clear which of the various game elements in particular contribute to superior training outcomes. To determine the impact of these elements, further research needs to examine them in a systematic way. A fifth limitation of this study is the lack of follow up testing. As a consequence no information is available regarding the durability of the training effects. Future research Future studies can broaden our understanding on WM training by extending the conceptual framework adopted in this thesis and by using alternative methodologies. One direction future research can take is extending the conceptual framework to other conditions in which WM deficits are prominent, such as individuals who suffered traumatic brain injury or a stroke affecting the frontal lobe. A second path researches can take is examining the effect WM training and increased WM performance have on other areas closely related to WM processes, like math and reading comprehension. It is possible that WM training can have a positive effect on those skills as well through enhanced WM performance. Third, one of the limitations of this study was the lack of follow up testing. Future research should include a follow up measurement several months after the training to asses the stability of the training effects. A fourth course future research can embark on is having a critical look at the various WM tasks and try to come up with designs that are more fun and enticing for the participants. Most children in this study found the WM tasks boring and tedious. In my opinion a lot of ground can be gained by designing WM tasks that are more appealing to children and at the same time still train certain aspects of WM. 36 Scientific contributions This study has extended recent research on the field of WM training by examining the effect game elements have on motivation, WM performance and behaviour in children with ADHD. Instead of using the rather simplistic WM training designs used in previous studies (Klingberg et al., 2005; Prins et al., 2011), this study took WM training research to a whole new level by comparing three different types of computerized WM training programs: one with no game elements, one with a few game elements and one that was converted into a real MORPG. Also this study presents valuable information regarding WM training in a home-based environment. Most research on WM training has been done in typical research settings, whilst little research has been conducted in a domestic setting. This thesis contributes to the literature by painting a true picture of the caveats that go together with WM training in a domestic setting. Furthermore this study came up with a conceptual model explaining the important role of game elements and motivation on WM performance and ADHD behaviour. Clinical implications This study shows that WM performance can be enhanced by training, but only when this training is able to capture the motivation of the learner. When it comes to children with ADHD, traditional WM training programs without game elements won’t work in a domestic setting. Not only do they not work, they also seem to have a counterproductive effect on hyperactive behaviour because those WM programs are too boring and unimaginative for these children. Simply adding a few game elements to the training program won’t cut it either. Only when WM training programs become as fun and enticing as real videogames, will they show their true potential. Designers of WM training programs should therefore try to find ways to integrate WM exercises into real games and on top of that try to come up with new designs that make the WM tasks in particular more appealing. This study also showed that, in addition to enhanced WM performance, proper training may also result in a decrease of parent rated inattentive symptoms. These findings may have far reaching implications concerning individuals for whom executive deficits and inattention problems pose a struggle in everyday functioning or academic performance. Well designed WM training programs, which capture the motivation and interest of the learners, my very well be the future in treating ADHD or other conditions in which WM deficits are prominent. Even though the training program used in the MORPG condition needs further development, the results are promising with regard to the use of well designed training 37 software as treatment of ADHD or WM deficiencies. 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