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SIMON(r) game holds potential value as a rapid and portable measure of working memory span in adults. Working memory is widely accepted as being dependent on the lateral frontal cortex. A new working Memory Test is being developed to measure working memory span.
SIMON(r) game holds potential value as a rapid and portable measure of working memory span in adults. Working memory is widely accepted as being dependent on the lateral frontal cortex. A new working Memory Test is being developed to measure working memory span.
SIMON(r) game holds potential value as a rapid and portable measure of working memory span in adults. Working memory is widely accepted as being dependent on the lateral frontal cortex. A new working Memory Test is being developed to measure working memory span.
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Mnfhow H. CondIo * nnd MIchnoI !. !nnsom Department of Psychology, Elon University, Elon NC, 27244
The present report describes a procedure for measuring working memory span using the SIMON, a commercially available electronic game. This procedure was utilized to assess working memory span in a sample of college age adults (N = 94), and normative data gathered from this sample is provided. Across four trials occurring in succession, with 30 s rest periods between each trial, performance on the SIMON was resistant to habituation, practice effects, and proactive interference across trials. No gender differences in performance were uncovered. The SIMON game holds potential value as a rapid and portable measure of working memory span in adults, and it appears to have psychometric properties similar to that of the Knox Cube Test and the Corsi Block Tapping Task.
Key Terms: Working Memory, Span Task, Memory Test, Normative Data
Working memory is a fundamental aspect of executive cognition that is thought to encompass three primary mental processes: 1) the access of information, 2) on-line operation(s) on this information, and 3) the production of a motor output response based on these operations (Goldman-Rakic, 1987). At present, several distinct theoretical conceptualizations of working memory exist within the cognitive science literature (reviewed in Kimberg, DEsposito, & Farah, 1998). This lack of consensus may be due, in part, to the functional complexity of working memory, which includes aspects of rehearsal, maintenance, short term storage, attention, and executive control (Kimberg, et al., 1998). Working memory is widely accepted as being dependent on the lateral frontal cortex (Fuster, 1997; Goldman-Rakic, 1987; Owen, et al., 1998; 1999; Owen, 2000), and plays an important role in the temporal coordination of guided behavior via the perception-action cycle (Fuster, 2000). ---------------------------------------------------------------- *Corresponding Author: Mathew H. Gendle Department of Psychology Elon University Elon, NC 27244 Phone 336-278-6431 Fax 336-278-6397 Email mgendle@elon.edu
Immediate serial recall and memory span tasks are two common tools used to assess working memory in humans (Baddeley, 1996). In such tasks, the participant is presented with a series of stimuli, and required to recall this stimulus string in sequential order (Baddeley, 1996). In these tasks, the likelihood of correct recall is directly related to the length of the stimulus string, and by manipulating the length of this string, the participants working memory capacity (memory span) can be assessed (Baddeley, 1996). Two span tasks that specifically assess spatial aspects of working memory (spatial memory span) are the Knox Cube Test (KCT; Lezak, 1995) and the Corsi Block Tapping Task (CBT; Berch, Krikorian, & Huha, 1998; Corsi, 1972; Fischer, 2001; Lezak, 1995). In the KCT, four blocks are attached in a row to a strip of wood (Lezak, 1995). These blocks are tapped by the examiner in prearranged sequences which increase in both complexity and length; immediately following sequence presentation, the participant must copy each pattern exactly (Lezak, 1995). The CBT is a variant of the KCT, where nine black cubes are attached randomly to a wood board, and are used to present tapping sequences to the participant (Lezak, 1995). Much like the KCT, the participant must repeat these tapping sequences in turn, immediately following sequence presentation (Lezak, 1995). For both tasks, Journol for Belotiorol onJ Aeuroecience Ieeeorcl GenJle & Ioneon 2006, Vol. 4, 1-7 2 the maximum sequence length that can be recalled is considered to be the participants maximum memory span. Because these tasks require the repetition of the stimulus string immediately following presentation, they minimize the importance of rehearsal in task performance, and therefore serve as an index of working memory storage processes (DEsposito & Postle, 1999). Although deficits observed on span tasks are often attributed to alterations in storage capacity, they may also result from difficulty with stimulus encoding, disruptions in attention, deficiencies in inhibitory control, or problems in the production of appropriate motor outputs (Canfield, Gendle, & Cory- Slechta, 2004). In the present study, we investigate the use of the electronic game SIMON as an alternative measure of working memory span in college age adults, and describe a novel testing protocol appropriate to this population. The SIMON game consists of a small device featuring four response buttons. In the game, in which sequences of increasing length are provided, the participant attempts to copy the sequences in the exact order in which they are presented. Although conceptually similar to the CBT, the SIMON apparatus features several notable differences that merit discussion. As mentioned above, the game features four buttons, rather than the nine blocks typically used for the CBT. This reduction alters the nature of the task, as fewer spatial locations need to be attended to during sequence presentation. Although this change simplifies the task, it is important to note that this reduction may serve to enhance the effects of proactive interference across trials. Unlike the CBT (where all blocks are the same color), each button on the SIMON is distinctly colored and emits a unique audio tone when pressed and when stimulus strings are presented. Therefore, the SIMON is a less pure measure of spatial memory than is the CBT, as the patterns of visual colors and auditory tones associated with each stimulus sequence likely serve as mnemonic aids during pattern recall. In theory, participants could obtain very high span scores by paying attention specifically to color and/or tonal patterns and largely ignoring the spatial organization of the sequences presented. Despite the general lack of specificity regarding the assessment of spatial memory per se, it is clear that the SIMON holds several potential advantages over the CBT as a general measure of working memory span. Unlike the CBT, which requires the test administrator to manually produce each sequence to be copied, the SIMON produces random sequences of increasing length automatically, and it electronically tracks the responses of the participant. Moreover, in contrast to the CBT apparatus (and many computerized versions of the CBT), the SIMON is small and easily portable, which would likely facilitate its use in non-laboratory environments and with pediatric populations. The SIMON is also visually engaging and familiar to many individuals (having been successfully marketed as a toy in the United States for over twenty years); these features may help to minimize poor test performance due to low arousal, motivation, or interest. In addition, the SIMON is mass-produced, inexpensive, and widely available, characteristics which make it a potentially attractive choice for many researchers. Because of the many potential advantages of using the SIMON as a measure of working memory span, we have developed a protocol that could be used to this end. We then collected preliminary normative data describing working memory span in a sample of college age adults.
Methods
Participants
The experimental protocol was approved by the Institutional Review Board of Elon University. Participants were 94 English speaking college students, ranging from 18 to 22 years of age. Participants were recruited by advertising for volunteers, and each participant was entered into a raffle for $50 in exchange for participation. At the time of recruitment, each participant was instructed to refrain from the use of alcohol for 24 hours prior to testing, and from all other recreational drugs for 48 hours prior to testing. At the time of testing, all participants were directly asked if these instructions were followed. All participants indicated compliance with these instructions, and no participants withdrew from the study.
Materials & Apparatus
The SIMON (Hasbro, Pawtucket, RI), a commercially produced electronic game, is constructed of lightweight yellow plastic, is oval shaped, and measures approximately 12.5 cm and 9.5 cm at its widest points. Four colored (green, red, blue, and yellow) plastic buttons are provided to present stimuli and record responses. For each sequence presented, the buttons in the sequence light up in turn, and each button is paired with a specific tone. The SIMON game allows for several game options; the 20 signal SIMON Says game was chosen for study. In this game, sequences are presented one at a time, starting with a sequence of one and ending with a sequence of twenty. As the game progresses, each span to be recalled increases by one in length. Initially, each Journol for Belotiorol onJ Aeuroecience Ieeeorcl GenJle & Ioneon 2006, Vol. 4, 1-7 3 -------------------------------------------------------------------------------------------------------------------------------------------- 0 10 20 30 40 50 60 70 80 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Span Length F r e q u e n c y
-------------------------------------------------------------------------------------------------------------------------------------------- Figure 1 Frequency distribution for the maximum span length achieved on each trial, collapsed across all participants (M = 7.52, SD = 2.18, N = 376).
stimulus in the sequence is briefly presented (< 500 ms). The speed of presentation of stimuli increases after sequence lengths of 7, 11, and 15. Unfortunately, we were unable to accurately measure the exact length of stimuli in either the initial, or the longer accelerated sequences, and Hasbro customer service was unable to provide this information. After each sequence is presented, the participant has 3 s to recall the sequence by touching each button on the apparatus in order. Failure to correctly do so (or a failure to respond within 3 s following the presentation of the stimulus sequence) results in the termination of the trial. For each trial, the participants span was considered to be the longest pattern that was correctly recalled.
Procedure
Each participant was tested individually in a session lasting approximately 15 minutes. Testing occurred between 1200 and 1800 h, under uniform lighting conditions. Each participant was seated at a small table facing an empty wall, and the SIMON game was placed directly in front of him or her on the table. Participants were then told that the game could not be picked up, and that it must remain on the table at all times. At this point, the following standardized instructions were given:
This is a simple electronic game that we will use to test memory function. A series of sequences of increasing length will be presented; you must copy each of them in turn. Please work quickly, as you will have only three seconds to respond after a sequence is given. If you make a mistake, a tone will sound and the trial will be over. Do you understand these instructions? Clarification was then provided as needed. We will begin with a practice sequence, and then four Journol for Belotiorol onJ Aeuroecience Ieeeorcl GenJle & Ioneon 2006, Vol. 4, 1-7 4 sequences that will be recorded. A thirty second rest period will be administered between each sequence. Please do not speak during the testing session, and also keep the SIMON on the table.
As described in the instructions, each participant received one practice trial and four test trials. The number of test trials was restricted to four in order to limit the possible effects of testing fatigue. Each participant was allowed to respond with his or her preferred hand; however, the participants were instructed to place their hands in their lap and not move them in any way, except when copying a presented sequence. After the testing instructions were given, the test administrator set up the SIMON for the proper game (the 20 signal SIMON Says). As described in the instruction sheet that is provided with the SIMON, this game is invoked by completing the following operations in order: 1) Pressing the Game button; 2) Pressing the yellow response button (lens 1); 3) Pressing the Level button, and; 4) Pressing the pink response button (lens 3). Once the game was set up for testing, the participant was instructed to Press the red start button when you are ready to begin. Participants had up to 2 minutes to initiate the first (practice) trial, although all participants initiated testing within a few seconds after the instructions were given. Again, a silent 30 s rest period was administered between each trial, and participants were verbally instructed to press the start button (to initiate the next trial) at the end of each rest period. The maximum span length achieved on each trial was recorded manually by the test administrator, who was sitting in the opposite corner of the testing room (to minimize discomfort to the participant). The mean span length (across the four test trials) for each participant was also calculated.
Analyses
For analyses, a repeated-measures analysis of variance (ANOVA) was used to assess statistical significance, accounting for the correlation induced by multiple trials within each participant. An alpha level of .05 was used for significance tests, and all tests were two-tailed. All statistical analyses were conducted using SAS 8.2 (SAS Institute, Cary, NC) for Windows XP.
Results
All participants successfully completed the testing procedure according to the instructions. The frequency distribution for the maximum span length achieved on all trials (M = 7.52, SD = 2.18) is ------------------------------------------------------------------- Table 1: Quantile scores from a sample of college age adults (N = 94) for both maximum span length achieved on each trial (collapsed across all participants), and mean span length for each participant across the four trials.
presented in Figure 1. The frequency distribution for the mean span length achieved across the four trials by each participant (M = 7.52, SD = 1.23) is presented in Figure 2. Quantile scores for both maximum span length (collapsed across all participants) and mean span length (for each participant) are provided in Table 1. Inter-trial correlations for trials one through four (collapsed across all participants) are provided in Table 2 (all ps > .10). No specific prediction was made regarding how participant performance might change over the course of a testing session, as performance could potentially increase due to practice and increasing familiarity with the game; or decrease, as a result of fatigue, proactive interference, or lapses in attention. After accounting for the correlation of within- participant scores, as described above, the average of the spans from all participants at each of the four trials was calculated. As shown in Figure 3, the mean span length across the four trials did not significantly differ, F(3,282) = 0.45, p = .72.
------------------------------------------------------------------- Table 2: Inter-trial correlations (collapsed across all participants, N = 94) for trials one through four (all ps > .10).
-------------------------------------------------------------------------------------------------------------------------------------------- 0 5 10 15 20 25 30 35 5 6 7 8 9 10 11 12 Mean Span Length F r e q u e n c y
-------------------------------------------------------------------------------------------------------------------------------------------- Figure 2 Frequency distribution for the mean span length for each participant (across four trials) (M= 7.52, SD = 1.23, N = 94).
To date, few studies have examined sex differences on the CBT, and the results of these studies have been mixed (Kessels, et al., 2000). In order to assess potential sex differences on the SIMON, average span lengths for each gender were calculated by taking the mean of all the spans for both males (n = 17) and females (n = 77), again accounting for within- participant correlation. Using this approach, significant sex differences on SIMON performance were not found, F(1,94) = 1.28, p = .26.
Discussion
In the present report, we have recommended an administration procedure using the electronic game SIMON as a measure of working memory span; and provided preliminary normative data in college age adults collected using this procedure. The SIMON game appears to be well suited as a measure of working memory span in this population. Importantly, significant changes in performance were not observed across the four test trials, suggesting that the SIMON maintains attentional engagement, and provides a measure of working memory span that is relatively resistant to habituation, interference, and practice effects. It is important to note that the small inter-trial correlations found using the SIMON (Table 2) were the expected result of the random generation of test sequences, as some sequences were inherently easier or more difficult to complete than others. Indeed, the reliability of the SIMON would be significantly enhanced if all sequences provided were calibrated to the median level of difficulty, or increased in relative difficulty at the same rate across the four trial session. As described above, the SIMON holds several potential advantages over the CBT as a measure of working memory span, including: 1) automated stimulus presentation and response tracking; 2) engaging stimuli; 3) portability; and 4) wide availability. The average maximum span in our sample (M = 7.52, SD = 2.18) is roughly similar to the average maximum span documented in a normative, healthy adult sample using the standard 9-cube CBT board (M = 6.2, SD = 1.3; Kessels, et al., 2000). However, Journol for Belotiorol onJ Aeuroecience Ieeeorcl GenJle & Ioneon 2006, Vol. 4, 1-7 6 --------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------- Figure 3 Mean span length did not significantly differ across the four trials of the SIMON game, F(3,282) = 0.45, p = .72. Error bars are +/-SEM.
performance on the SIMON should not necessarily be directly equated to performance on the CBT. The SIMON differs from the CBT in several regards (described above), including a reduced number of spatial locations requiring attention, unique coloring of each location, and the pairing of a unique tone with each spatial stimulus. Although these differences may result in some degree of proactive interference, it is suspected that the pairing of specific colors and tones with each stimulus location on the SIMON is likely to facilitate performance when compared to any variant of the CBT. Several future areas of research are indicated by the present study. In light of the potential facilitating effect of the pairing of particular sounds and colors with each spatial location, it would be valuable to study the effects of the removal of these cues on SIMON performance. In addition, future work is required to: 1) asses the validity of the SIMON as a clinical measure of working memory, by administering the game along with previously validated measures of working memory span such as the CBT and correlating the outcomes of these assessments, and; 2) establish the test-retest reliability of this game as a measure of working memory span over distinct testing intervals. Because of the salient nature of the game, the SIMON may prove valuable in the assessment of working memory span in pediatric populations, however, future studies with such populations are required before its utility in this area can be determined.
Acknowledgements
This research was funded in part by a grant to MRR from the Elon University Undergraduate Research Program.
References
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Received December 13, 2005 Revision Received May 19, 2006 Accepted June 10, 2006
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