“…For example, the video game avatar may explore a virtual world gaining points or powers by completing a working memory task (see Prins et al, 2013 The efficacy of gaming to promote EF skills among learners of all ages warrants consistent replication, particularly with regard to "far transfer" (Diamond & Liang, 2015; Melby-Lervag & Hulme, 2013) before widespread adoption of game play as an intervention for cognitive skills should be urged. Far transfer refers to learning in a given context that facilitates one's learning or ability to carry out a task in a new context as compared to near transfer in which learning in a given context facilitates one's learning in a similar context (see Barnett, 2014, for a treatment of transfer within video games). Further, myriad important questions remain unanswered including whether certain individual differences mediate the effectiveness of such training (Jaeggi, Buschkuehl, Jonides, & Shah, 2011) and how to best "gamify" training to produce positive outcomes (Katz, Jaeggi, Buschkuehl, Stegman, & Shah, 2014).…”