# Implementation and Evaluation of a Serious Game for Working Memory Enhancement
## 6 Discussion  
Starting with the results regarding WM improvement, overall, the majority of the participants presented an increase in their WM capacity, as their performance in the Corsi test was found to be increased by one block minimum, while there were also cases who managed to score two more blocks compared to their pre-test results. These are encouraging findings, as they indicate that the proposed SG fulfills its main purpose, which is to enhance the WM capacity. A finding worth mentioning concerns those cases who had a high score during the pre-test evaluation. Particularly, participants who achieved a score of seven blocks in the Corsi test did not manage to increase their WM capacity, except a single case who managed to hit a score of eight blocks. The remaining cases obtained the same score in the post-test as in the pre-test, but none of them presented lower scores. There are two main reasons that may justify this result. One reason, and the most dominant one, would be that those cases reached the limit of the maximum capacity of their WM, thus it would be hard to present any further improvement. The other reason would be that the participants' performance in the post evaluation process, if we consider their mental status by the time of the test--possible tiredness during the day--or even any lack of motivation, since the pre-test did not have to add any value to them, such as a reward for example, and they were not motivated to perform as highly as possible. In either case, these factors can be eliminated if we consider a more controlled environment during pre- and post-evaluation and if we add motivation elements after the training program in order to ensure that participants perform as highly as possible, resulting in more solid results. In addition to the latter, another element that can be added in the training process is an electroencephalogram sensor device, along with a Brain Computer Interface. This will allow us to have an intervention program with an electroencephalogram-based brain activity observation process. By monitoring the level of concentration and attention of the players, one could constantly check their mental status and how much effort they put into the game. The utilization of electroencephalogram sensors has gained ground over recent years, and the plethora of devices in combination with their low cost provide us with many available options, as [PERSON], [PERSON] and [PERSON] (2020) stated. They concluded that by utilizing real-time electroencephalogram signals, we can have immediate information about brain-wave activities that is useful in cognitive impairment and memory deficits [43]. Furthermore, in the study of [PERSON] and [PERSON] in 2018, a similar system was used in order to observe the level of attention of students and to evaluate the output with learning efficiency tests applied in cognitive neuroscience. They concluded that with the help of a brain-computer interface test, the attention level could be measured in real time and this would be an influential factor in the learning process, as we could have continuous feedback about the level of attention of students and adjust the teaching plan accordingly [44]. These promising findings seem to be the next step in brain training programs as the monitoring and evaluation of the subject's brain processes will allow adjustable and personalized interventions, which will keep the subject in the highest performance level possible. Furthermore, we acknowledge that the lack of a control group might not give a clear picture of the intervention program itself, but since the design was based on already tested and applied strategies regarding SGs and cognitive training, our main interest focused on testing the game per se and examining whether it is attractive regarding the users and effective regarding the memory training. This was an experimental application of the game in order to test it primarily as an effective SG to continue our research and expand this design by incorporating different input methods and modality.