Two Key Studies of the Positive Influence of Technologies on Cognitive Processes (DP IB Psychology)

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Key Study 1: Blacker et al. (2014)

Aim: To investigate the extent to which action video games may improve visual working memory (VWM).

Participants: A volunteer sample of 34 male university students (mean age=20 years). 

Procedure: 

  • The participants were randomly allocated to one of two conditions of the independent variable

  • Condition 1: participants were asked to play active video games e.g. Black Ops games, Call of Duty, Modern Warfare using single-player mode i.e. they were not playing with any other players

  • Condition 2: participants were asked to play a non-active game (The Sims strategy game); this was the control condition

  • Participants in each group were asked to train (i.e. play the game and practise the skills involved) for over 30 hours across a continuous stretch of 30 days

  • Prior to the training period the participants were assessed using a self-report (0-9 rating scale) which asked them how motivated they were to complete a visual working memory (VWM) task

  • After the training period was over the participants were asked to complete another self-report which asked them about how engaged they had been in the VWM task (e.g. their level of enjoyment and absorption in the game)

Results: 

  • The researchers found no significant differences in levels of self-reported motivation and engagement between the two groups on either the tasks or the VWM assessments

  • The participants who trained using the action game demonstrated significant improvement on one measure of VWM capacity (a change control task which involves switching attention quickly), a small improvement on a colour wheel test and no improvement on a complex span task compared with those who trained on the Sims game.

Conclusion: Action video games may directly improve the VWM, or improve it through the enhancement of selective attention.

Evaluation of Blacker et al. (2014)

Strengths

  • The study has good application as it highlights the responsivity of the VWM to training which could be used in educational settings where improving cognitive skills is a key objective

  • The procedure took place over 30 hours which means that the participants were able to immerse themselves in whichever game they were playing across time which makes the findings more valid than they would be if a snapshot design had been used

Limitations

  • There is no way of knowing if the participants stuck strictly to the 30-day practice period: some of them may have practised the game more and some less which would decrease the reliability of the findings due to a lack of consistency across conditions

The study shows what happened - the improvement in VWM on one measure - but it cannot explain why it happened thus it lacks explanatory power

Key terms:

Visual working memory 

Selective attention 

Action video games

two-key-studies-of-the-positive-influence-of-technologies-on-cognitive-processes-01-for-ib-psychology

So video games are good for you? A million teenagers are rejoicing…

Key Study 2: Morina et al. (2015)

Aim: 

  • To assess the extent to which virtual reality exposure therapy (VRE) can be used to treat a range of phobias which may interfere with cognitive processing for the patients who suffer from them (e.g. perception of threats in everyday life)

  • VRE is a type of exposure therapy which involves being gradually exposed to the phobic stimulus over time until the patient’s distress and fear have decreased significantly

  • The patient is taught a range of strategies to help them manage their fear and the anxiety surrounding the phobic stimulus

Procedure: 

  • The researchers conducted a meta-analysis which used the findings of 14 clinical trials using VRE in the treatment of specific phobias

  • 14 studies were used in the study and these covered a range of phobias including fear of spiders, fear of heights, fear of flying, fear of climbing stairs.

  • In a VRE therapy session the patient wears a special VR viewer (a headpiece rather like oversized lab goggles) into which are projected interactive 3D objects and situations associated with their phobia

  • The phobic stimuli are modified and manipulated by the patient’s therapist

  • By experiencing the phobic stimuli safely but at the same time experiencing them at close range, the patient is able to gradually reduce their phobia as they are able to confront phobic stimuli without experiencing a loss of control

Results: 

  • The findings showed that phobic patients responded well to VRE treatment: their behavioural responses to the phobic stimuli showed clear improvement following VRE treatment e.g. reduced anxiety, increased self-control, increased ability to confront the phobic stimuli

  • Some patients were on a waiting-list for VRE treatment and it was found that they did not improve as much as the patients who were already undergoing VRE therapy

  • VRE was found to be as effective as other behavioural measures e.g. cognitive behavioural therapy in the treatment of phobias

  • These findings are supported by previous research into the use of VRE to treat phobias

Conclusion: VRE may be an effective treatment for phobias.

Evaluation of Morina et al. (2015)

Strengths

  • The findings agree with previous meta-analyses which gives them concurrent validity

  • Patients may prefer VRE to other traditional forms of phobia therapy such as systematic desensitisation as it gives them more control of the process

Limitations

  • The number of studies used in the meta-analysis is not large enough to provide robust quantitative data from which to draw meaningful conclusions

  • VRE is expensive and time-consuming which means that it is unlikely to be available to most patients

Key terms:

Virtual Reality Exposure Therapy (VRE) 

Meta-analysis 

Phobic stimulus

two-key-studies-of-the-positive-influence-of-technologies-on-cognitive-processes-02-for-ib-psychology

VRET can be an effective therapy for a range of phobias

Examiner Tip

Don’t forget to focus on the type of DATA generated in a research study as part of your critical thinking. Research such as Morina et al. (2015) which is a meta-analysis focuses only on the quantitative results of the studies in the sample but remember that this data in the original studies would have also consisted of qualitative data in the form of behavioural responses from the patient. You should argue the relative merits of each type of data and also discuss what is lost when qualitative data is transformed into quantitative data.

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