Age and individual differences in prospective memory during a "Virtual Week": the roles of working memory, vigilance, task regularity, and cue focality.
Young (ages 18-22 years) and older (ages 61-87 years) adults (N = 106) played the Virtual Week board game, which involves simulating common prospective memory (PM) tasks of everyday life (e.g., taking medication), and performed working memory (WM) and vigilance tasks. The Virtual Week game includes regular (repeated) and irregular (nonrepeated) PM tasks with cues that are either more or less focal to other ongoing activities. Age differences in PM were reduced for repeated tasks, and performance improved over the course of the week, suggesting retrieval was more spontaneous or habitual. Correlations with WM within each age group were reduced for PM tasks that had more regular or focal cues. WM (but not vigilance) ability was a strong predictor of irregular PM tasks with less focal cues. Taken together, these results support the hypothesis that habitual and focally cued PM tasks are less demanding of attentional resources (specifically, WM), whereas tasks that are more demanding of controlled attentional processes produce larger age differences, which may be attributable to individual differences in WM.
Rose
Nathan S
NS
Department of Psychology, Washington University in St. Louis, St. Louis, WA, USA. nrose@rotmanbaycrest.on.ca
Rendell
Peter G
PG
McDaniel
Mark A
MA
Aberle
Ingo
I
Kliegel
Matthias
M
D000293:Adolescent; D000328:Adult; D000368:Aged; D000369:Aged, 80 and over; D000375:Aging / Q000523:psychology*; D001288:Attention; D003071:Cognition / Q000502:physiology; D003463:Cues; D005260:Female; D006801:Humans; D007206:Individuality; D008297:Male; D008568:Memory; D008875:Middle Aged; D011930:Reaction Time / Q000502:physiology; D013647:Task Performance and Analysis; D014584:User-Computer Interface; D018910:Video Games; D055815:Young Adult