The starting point
A memory or reasoning exercise should be judged against the task you actually want to perform. Keep a concrete example outside the training exercise so you can distinguish learning the game from becoming more capable in daily life.
What is hypothetical
This discussion of over-reliance on technology includes a design scenario from the manuscript. Read proposed capabilities conditionally. A real product would need evidence for its exact use, a clear account of errors and limitations, and meaningful control for the person using it. An engaging demonstration alone would not establish a health or learning benefit.
Over-Reliance on Technology
Finally, there’s the risk of over-reliance on technology for cognitive training. As VR and Digital Twins offer increasingly immersive experiences, we might lose the value of self-directed, screen-free mental exercises. The essence of cognitive training is in the effort and engagement we bring to it. Relying too heavily on automated tools might make us passive participants in our mental development, robbing us of the true mental agility that comes from active practice.
A concrete way to think about it
Try describing the skill in a form that does not mention the product. If the aim is remembering a meeting, practice summarizing its main points and compare your summary with the notes. If the aim is solving a problem, explain the reasoning behind an answer. This makes the transfer question visible: what can you now do away from the training screen? You may still enjoy a game for its own sake, but enjoyment and evidence of broader benefit should remain separate reasons for using it.
Sources & further reading
- National Institute on Aging: Cognitive health and older adultswww.nia.nih.gov
- FDA: Augmented and virtual reality in medical deviceswww.fda.gov