Games as Cognitive Recreation: User Perspectives on Brain-Training Apps

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Abstract

This article investigates the role of games in cognitive training through multimethod deductions from user references to the phenomenon, a consideration absent in the current literature. The results of qualitative thematic and quantitative textual analyses on a corpus of commercial brain-training apps’ reviews (N = 30,000) paint a complicated picture of user perceptions of brain-training services, where recreation from gaming takes precedence over concerns of cognitive gains. While users remain uncertain about benefits in cognitive functions, positive perceptions suggest the affective utility of playing brain-training games and the self-regulatory benefits of using the apps. These findings suggest a link between brain-training and psychological variables associated with complex entertainment experiences from playing digital games. The critical role of entertainment from gameplay and associated psychological dimensions are discussed as they relate to our findings and emerging perspectives on the role of gaming in cognitive and affective functions.

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APA

Rahman, M. W. U., Foxman, M., & Markowitz, D. M. (2025). Games as Cognitive Recreation: User Perspectives on Brain-Training Apps. International Journal of Human-Computer Interaction, 41(4), 2312–2322. https://doi.org/10.1080/10447318.2024.2319918

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