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Investigating the impact on fluid intelligence by playing N-Back games with a kinesthetic modality

  • Stony Brook University

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

5 Scopus citations

Abstract

Fluid Intelligence relies on working memory, and it is prominent in problem-solving activities. It was thought to be immutable in adulthood until recently, but new studies have shown that playing an N-Back memory game every day for several weeks increases a user's performance on standard Fluid Intelligence tests, regardless of age. But most variations of the game are tedious, and many players become bored and stop practicing before there is any significant gain in their working memory capacity. The BrainRank application seeks to increase users' time on task by introducing a novel kinesthetic interface to the N-Back game, in addition to leveraging established videogame motivators, such as leader boards and achievement badges. New research has also shown that physical exercise enhances memory performance. The objective of the BrainRank project is to assess the impact of sustained physical exercise on working memory playing N-Back games through a tangible computer interface. The BrainRank application records both user performance data and time on task for comparison to classic versions of the N-Back game that use a keyboard or mouse for input.

Original languageEnglish
Title of host publication2013 10th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2013
PublisherIEEE Computer Society
ISBN (Print)9781479925469
DOIs
StatePublished - 2013
Event2013 10th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2013 - Melville, NY, United States
Duration: Oct 21 2013Oct 22 2013

Publication series

Name2013 10th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2013

Conference

Conference2013 10th International Conference and Expo on Emerging Technologies for a Smarter World, CEWIT 2013
Country/TerritoryUnited States
CityMelville, NY
Period10/21/1310/22/13

Keywords

  • Cognitive Training
  • Dual N-Back
  • Fluid IQ
  • Kinesthetic
  • Multimedia
  • Videogame
  • Working Memory

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