ConductCognition
  • Domains

    Tests

    • Processing speed43
    • Attention113
    • Working memory50
    • Executive function143
    • Episodic memory72
    • Response inhibition9
    • Social cognition75
    • Language42

    Most used

    Evidence

    1. Verbal Fluency TestGradeA
    2. Stroop Color-Word TestGradeA
    3. Trail Making TestGradeA
    4. N-Back TaskGradeA
    5. Go/No-Go TaskGradeA
    6. Digit Span TestGradeA
    7. Symbol Coding TestGradeA
    8. Verbal Learning TestGradeA
    REDTry it nowStroop Color-Word Test
    All 547 tests

    Browse by

    • Phone290
    • Tablet323
    • Untimed326
    • Up to 5 minutes69
    • Evidence grade A40
  • First studies

    Grade, length

    • Reaction Time StudyGradeA7 min
    • Pilot ScreeningGradeA15 min
    • Medication StudiesGradeA−26 min
    • Language-Minimized ScreeningGradeA−30 min

    Age groups

    • Older Adult Executive SpeedGradeA20 min
    • School-AgeGradeA−33 min

    Memory

    • At-Home MemoryGradeA26 min
    • Working Memory and LearningGradeA−19 min
    • Associative MemoryGradeB32 min
    • Working Memory CapacityGradeB34 min

    Language and perception

    • LanguageGradeA−33 min
    • Visual PerceptionGradeB27 min
    • Listening and Auditory ProcessingGradeB31 min

    Executive function and attention

    • Executive ControlGradeA18 min
    • Attention and ImpulsivityGradeA−26 min
    • Visual AttentionGradeB27 min
    • Creativity and Flexible ThinkingGradeB30 min
    • Reasoning and SpatialGradeB32 min

    Movement

    • Motor and AttentionGradeA−29 min
    • Motor LearningGradeB34 min

    Behavior, mood and choice

    • Food Choice and Self-ControlGradeA−29 min
    • Sleep and FatigueGradeB23 min
    • Social CognitionGradeB23 min
    • Impulsivity and Substance UseGradeB26 min
    • Emotion and MoodGradeB28 min
    • Decisions and RewardGradeB29 min
    All 26 batteries

    Find one

    Up to 15 minutes2Up to 30 minutes19Phone8
    Test order labBattery gradesHow batteries work
  • Use and evidence

    • Overview
    • Compare all 547 tests
    • Test-retest
    • Reliability and validity
    • Battery grades26
    • Download and cite

    Clinical trials

    • Overview
    • By condition25
    • By test101
    • Trial design benchmark
    • Cognitive outcomes, 2026

    Conditions

    Registered studies

    • Dementia and Alzheimer's1,673
    • Aging, frailty and exercise1,398
    • Depression and bipolar disorder1,247
    • Stroke1,233
    • Substance use and addiction895
    • Parkinson's disease892
    • Cancer760
    All 25 conditions
    16,361Registered studies name a cognitive test in an outcome measure11,688 name a test you can run hereExplore the studies
  • 1

    Build

    • Study design
    • Customize tests
    • Repeat visits
    • Study cost calculator
    2

    Recruit

    • Recruitment setup
    • Prolific
    • Sona Systems
    • CloudResearch Connect
    • Qualtrics
    3

    Run

    • Remote testing
    • Participant devices
    • Phone timing check
    • Offline edition
    4

    Results

    • Automated scoring
    • Test norms
    • Study Quality Monitor
    • Data export
    Platform overview

    Compliance

    • HIPAA-ready testing
    • US clinical research
    • Data Policy
    • Privacy Policy
    • Terms of Use
  • Research areas

    Tests used in each

    • Aging and dementia188
    • Decisions and reward105
    • Child development and education87
    • Language and bilingualism64
    • Social behavior62
    • Psychiatric groups35
    • Training and intervention28
    • Mood, anxiety and trauma25
    • Substance use and impulsivity25
    • Neurological and movement research19
    • Brain injury and concussion14
    • Sleep and fatigue14
    • ADHD11
    • Eating and obesity8
    • Medication and drug trials8

    Research settings

    • Student participant pools
    • Teaching a class
    • Clinical trials
    • US clinical research
    • Sites without internet
    Planning a study?
  • Methods

    • How evidence grades work
    • How test batteries work
    • How test order works
    Methods and questions

    Help

    • FAQ
    • Recruitment guides
    • Compare platforms

    Updates

    • Blog
    • New tests by email
    Latest post10 November 2026What you can do in ConductCognition todayA short tour of ConductCognition as it stands on 10 November. After this, we'll post when something changes how you run a study.Read the post
  • Pricing
Start Free
Log In
Log InStart Free
  1. Home
  2. /Tests
  3. /Week Later Game

Episodic Memory

Week Later Game

Also called: one week memory game, delayed picture memory test, picture recognition after a week, picture memory game for older adults

Measure how well pictures seen a week before are told from new ones in adults aged 50 and over: a learning visit with 10 pictures, then a test visit 7 days later, as two visits of one study.

3-5 minUntimed

Create a study with this testPreview it free

Free to start: 10 free participants per account, then $0.99 per participant for academic research, or any yearly plan. Preview any test free after you sign up.

Papers, 2021 to 2025
367
Evidence grade
B
Registered clinical studies
159

Figures for the Delayed Recall Module, the published test this game is compared with.

How these are counted
Remember each picture
Which one did you see?
Sure yesThink yesThink noSure no
A week later: seen before?
Remember pictures at one visit, then rate them a week later among new ones
  • Overview
  • Evidence
  • Task design
  • Quality checks
  • Settings
  • Cite
  • Questions

What it measures

A picture memory game for repeated visits in research with adults aged 50 and over. At one visit the player studies 10 pictures and checks them until all are right. A week later the player rates 20 pictures, 10 studied and 10 new, as seen or not. Scores are raw research measures with no percentile.

Constructs

  • Episodic memory
  • Delayed recognition
  • Memory after a week

Research uses

  • Research on how well older adults keep what they learned over a week

How the paradigm works

The Week Later Game is a picture memory game for repeated visits in research with adults aged 50 and over. At a learning visit the player sees 10 pictures, one at a time for 3 seconds each, and then checks them: each studied picture appears beside another picture, and the player taps the one seen before, with a tick or a cross after each answer. A round with all 10 right ends the learning; otherwise the pictures missed are shown again and the checks run once more, up to 4 rounds. A week later, at the test visit, the player sees 20 pictures one at a time, the 10 studied ones and 10 new ones from the same groups, and rates each on four buttons (sure yes, think yes, think no or sure no), with no time limit and no feedback. The paper counts and grades on this page are those of the Delayed Recall Module, the published test the game is compared with, not the game's own.

More about the paradigm

The game needs a study with visits. It gives a learning visit and then, 7 days later, a test visit as visits of the same study. Without visits a completed step refuses a second session, so only the learning visit would run. Add it only at learning visits and their test visits, never at a run-in or a burst day. In the study's visits, give each learning visit a one-day window with no late days, and its test visit a window that opens 7 days after the learning visit's day, for 2 days, with no late days. The session works out which visit it is from the same participant's earlier sessions of the game: a test visit follows a completed learning visit by at most 14 days, an abandoned or skipped visit starts a new cycle on the next of 6 forms, and a reload keeps the visit and its form. A researcher's preview always shows a learning visit, since each preview is a new participant. Name the learning and test visits neutrally, for example "Visit 3", because participants see visit names, and a name with "week" in it tells them a test is coming. The game's own screens call it the Picture Game for the same reason.

The main score, at the test visit, is how well the pictures seen a week before are told from new ones: 0.5 is chance and 1 is perfect. The delay is kept in calendar days in the participant's time zone and in elapsed hours, the hours as a covariate, and a test outside 6 to 8 days is flagged and still scored. A learning visit reports the share right in its last round and the rounds it took, and no main score. The study view's retest needs its pair chosen: pair the test visits of cycles 2 and 3, because its default pair, visits 1 and 2, is a learning visit and its test. Keep each participant on one device class and one input. The game has no norm of its own: its reliability and norms come from use. The pictures are Noto Emoji (Apache 2.0); the forms, the checks and the looks are our own, and the 6 forms are used in turn; their scores are pooled only after first sessions show the forms are equally hard.

Scores

Seen and New Pictures Told Apartscore
At the test visit: the chance that a studied picture gets a higher rating than a new one, from the four buttons, ties counted half.
Higher is better; 0.5 is chance and 1 is perfect
Yes Answers, Studied Minus New%
The share of studied pictures answered sure yes or think yes, minus the share of new pictures answered so.
Higher is better
Sure Yes Answers, Studied Minus New%
The same with sure yes answers only.
Higher is better
Median Rating Timems
Median time from a test picture appearing to its rating.
Informational
Days Since the Learning Visitcount
The test visit's delay in calendar days in the participant's time zone; a test outside 6 to 8 days is flagged and still scored.
Informational
Hours Since the Learning Visithours
The test visit's delay in elapsed hours, for use as a covariate.
Informational
Share Right in the Last Check Round%
At a learning visit: the share of the 10 pictures chosen right in the last check round.
1 means all 10 were right
Check Rounds Runcount
At a learning visit: the check rounds run, from 1 to 4.
Fewer rounds mean the criterion was met sooner
Usable Trialstrials
Trials counted in the scores. Left out: a trial during which the screen was left, the window changed size, or a second finger or a palm touched the screen.
Quality check

Use and evidence

367 papers from 2021 to 2025 name this task in their title or abstract, up 21% compared with 2016 to 2020. That ranks it 76 of 582 test families in our census. These counts belong to the Delayed Recall Module, the published test this game is compared with. This game is a new measure, so its own reliability and norms come from use. See the counts for every test.

2021 to 2025, the years gradedEarlier years
Papers per year naming the Delayed recall, 2000 to 2025Bar chart. 2021: 50; 2022: 58; 2023: 95; 2024: 74; 2025: 90 papers. Peak year 2023.02550751002000: 23 papers2001: 9 papers2002: 20 papers2003: 16 papers2004: 17 papers2005: 27 papers2006: 40 papers2007: 12 papers2008: 23 papers2009: 35 papers2010: 33 papers2011: 47 papers2012: 35 papers2013: 41 papers2014: 57 papers2015: 60 papers2016: 47 papers2017: 56 papers2018: 60 papers2019: 67 papers2020: 74 papers2021: 50 papers2022: 58 papers2023: 95 papers2024: 74 papers2025: 90 papers200020052010201520202025
Papers per year naming the Delayed recall, 2000 to 2025Bar chart. 2021: 50; 2022: 58; 2023: 95; 2024: 74; 2025: 90 papers. Peak year 2023.02550751002000: 23 papers2001: 9 papers2002: 20 papers2003: 16 papers2004: 17 papers2005: 27 papers2006: 40 papers2007: 12 papers2008: 23 papers2009: 35 papers2010: 33 papers2011: 47 papers2012: 35 papers2013: 41 papers2014: 57 papers2015: 60 papers2016: 47 papers2017: 56 papers2018: 60 papers2019: 67 papers2020: 74 papers2021: 50 papers2022: 58 papers2023: 95 papers2024: 74 papers2025: 90 papers200020052010201520202025
Papers per year whose title or abstract names this task (OpenAlex).
Show the numbers
YearPapers
202590
202474
202395
202258
202150
202074
201967
201860
201756
201647
201560
201457
201341
201235
201147
201033
200935
200823
200712
200640
200527
200417
200316
200220
20019
200023
B

Use grade B

300 to 999 papers from 2021 to 2025.

B

Evidence grade B

At least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers.

Papers on test-retest reliability
16
Papers on reliability or validity
139
Registered clinical studies using it as an outcome
159

See which registered studies use it

Measured on ConductCognition

Pooled across the studies that feed our platform norms, by device group. A figure needs 50 or more people.

No pooled figure yet.

Note on the counts: includes general uses of the term.

How the grades work

Use: A is 1,000 or more papers from 2021 to 2025, B 300 to 999, C 100 to 299, D 30 to 99 and E fewer than 30. Evidence: A means at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome; B, at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers; C, at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies; D, little published measurement evidence found. The counts measure use. They include every paper that names the task in its title or abstract. Grades describe the published research on the Delayed Recall Module, the published test this game is compared with, not the game's own.

Source: ConductCognition test census 0.39.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

Task design

The trial sequence as the test runs in ConductCognition.

Pictures
154 color pictures from Noto Emoji (Apache 2.0), from animals and nature, food and drink, travel and places, activities and objects. None shows a person or a face. The 122 pictures added for this game are shown by no other test.
Forms
6 alternate forms of 10 pictures to study and 10 new pictures, with no picture in two forms. Each new picture comes from the same group as the studied picture it goes with. Each person gets the forms in an order drawn once for them: each learning visit takes the next form, and its test visit uses the same form.
Learning visit
The 10 pictures one at a time, each for 3,000 ms with 500 ms blank between pictures. Then each studied picture appears beside another picture, and the player taps the one seen before, with a tick or a cross after the answer, in a new order each round. A round with all 10 right ends the learning; otherwise the pictures missed are shown again and another round runs, up to 4. The closing screen does not mention a later test.
Test visit
A week later, the form's 20 pictures one at a time in a fixed order, 10 studied and 10 new, 5 of each in each half. Each is rated on four buttons: sure yes, think yes, think no and sure no. There is no time limit and no feedback, and the next picture comes 500 ms after an answer.
Practice
In the first learning visit only: 2 pictures and a check of each, with a tick or a cross. Later learning visits open with a short reminder.
Pictures and buttons
Every picture is at least 140 px and every button at least 64 px tall, laid out from the window before each trial. The first tap on a picture or a button answers, and a later tap changes nothing. Older-adult mode makes the words 1.2 times larger and the four buttons up to 1.2 times taller, and changes no picture, timing or score. The game look adds a warm edge to every card and a soft background; the plain look shows the cards on white, with the same outline, size and place.
Schedule
The game needs a study with visits: a learning visit, then a test visit 7 days later. Give each learning visit a one-day window with no late days, and its test visit a window that opens 7 days after the learning visit's day, for 2 days, with no late days. A test outside 6 to 8 calendar days is flagged and still scored.
Scores
How well the pictures seen a week before are told from new ones (the main score, at the test visit: the chance that a studied picture is rated higher than a new one, where 0.5 is chance and 1 is perfect), the share of studied pictures answered yes minus the share of new pictures answered yes, the same for sure yes only, the median rating time, and the days and hours since the learning visit. A learning visit gives the share right in its last round and the rounds run. A trial is left out when the screen was left, the window changed size, or a second finger or a palm touched the screen.

The design follows studies that tested memory 7 days after learning to a set level (Weston and colleagues 2018) and found forgetting in a phone game only after at least 3 days (Lancaster and colleagues 2020); the pictures, forms, checks, buttons and looks are our own. This game is built for repeated visits and is a new measure for research with adults aged 50 and over: its reliability and norms come from use, the figures published in those studies are not its own, and it computes no percentiles. It needs a study with visits and two visits a week apart.

Quality checks

Each session is marked valid, needs review or invalid, with the reason, before you see its scores.

Scored rows: week_later_game ratings at a test visit, or check choices at a learning visit, leaving out a trial with the tab hidden, the window resized, or a second finger or a palm on the screen. At a test visit, fewer than 16 of 20 scored, or 5 or more answers under 200 ms, invalidates; the same button on 90% or more of the answers (18 or more of 20) is flagged, as is a delay outside 6 to 8 days or an unknown one (the score stands). At a learning visit, a last round below 10 of 10 right is flagged. A hidden tab withholds the percentile.

Why these rules

A rating scale has no single chance rate to test against, and a low area can be a real result in people with memory difficulties, so accuracy is not judged against chance. Half of the 20 test pictures were studied and half are new, so the same button on 90% or more of the answers (18 or more of 20) means the pictures may not have been compared. An answer under 200 ms is faster than a simple visual reaction, so it cannot reflect the picture; following response-time effort checks for untimed tests (Wise and Kong 2005), the visit is invalid when 5 or more of the 20 answers are that fast. An area needs most of the 20 pictures counted, so a visit with fewer than 16 is invalid. The test is planned for 7 days after learning (Weston and colleagues 2018 tested at 7 days); a delay outside 6 to 8 calendar days is flagged and the score stands, because the delay is recorded for the analysis. A learning visit whose last round is below 10 of 10 right did not reach the criterion, which changes what the later test can show, so it is flagged; every answered check of the round counts, as it does when the game ends the learning. The 16-picture floor, the 90% limit, the 5-answer speed limit and the 6 to 8 day window are ConductScience choices, not published ones. A hidden tab lets the study, delay or response timers run without the participant, so a percentile is withheld after one.

No percentile. Scores and quality flags only.

Running this test

Settings you can change

SettingStandardAllowed
LookGameGame, Plain

Every plan can change the look, which never changes how a result is scored.

How test settings work

Need a setting this test does not have?

Devices and languages

  • Untimed test: runs on desktops, laptops, tablets and phones. Participant devices
  • Languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese.
  • Available on: Every plan, including the free plan.
  • No percentile. Scores and quality flags only. How norms work
  • Recruiting online? See the setup guides for Prolific, Sona Systems, CloudResearch Connect and Qualtrics.

Cite and describe

Methods text, with the standard settings

Participants completed the Week Later Game in a web browser (ConductCognition task version 1.0.0, scoring version 1.0.0; Weston and colleagues, 2018), with the standard settings (look: Game). The main score was seen and new pictures told apart (at the test visit: the chance that a studied picture gets a higher rating than a new one, from the four buttons, ties counted half).

ConductCognition versions: task version 1.0.0, scoring version 1.0.0. Every export records the versions each session used, for a methods section.

  • Weston, P. S. J., Nicholas, J. M., Henley, S. M. D., et al. (2018). Accelerated long-term forgetting in presymptomatic autosomal dominant Alzheimer's disease: a cross-sectional study. The Lancet Neurology, 17(2), 123-132. https://doi.org/10.1016/S1474-4422(17)30434-9Learning to a criterion before a delay, and a recognition test 7 days later that participants were not told about (methods read in full). The relatives scored 100% at every quartile on its 7-day forced-choice recognition (its Table 3), so this game's test visit asks for a rating of each single picture, not a choice of two.
  • Lancaster, C., Koychev, I., Blane, J., et al. (2020). Gallery Game: Smartphone-based assessment of long-term memory in adults at risk of Alzheimer's disease. Journal of Clinical and Experimental Neuropsychology, 42(4), 329-343. https://doi.org/10.1080/13803395.2020.1714551A phone memory game with daily sets, played daily for a month by 35 adults aged 40 to 59: forgetting showed only at delays of at least 3 days (abstract read).

Source papers

    Questions

    How long does the Week Later Game take?

    About 3 to 5 minutes, as listed in the test library.

    What device does a participant need?

    Untimed test: runs on desktops, laptops, tablets and phones. The browser must be Chrome, Edge, Firefox or Safari.

    What scores does it produce?

    Seen and New Pictures Told Apart, Yes Answers, Studied Minus New, Sure Yes Answers, Studied Minus New, Median Rating Time, Days Since the Learning Visit, Hours Since the Learning Visit, Share Right in the Last Check Round, Check Rounds Run and Usable Trials. Each session is also marked valid, needs review or invalid, with the reason.

    How widely is the Delayed Recall Module used in research?

    These counts belong to the Delayed Recall Module, the published test this game is compared with. This game is a new measure, so its own reliability and norms come from use. 367 papers from 2021 to 2025 name the task in their title or abstract, up 21% compared with 2016 to 2020. That ranks it 76 of 582 test families in the ConductCognition test census (use grade B). Source: ConductCognition test census 0.39.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

    How much reliability evidence does the Delayed Recall Module have?

    These counts belong to the Delayed Recall Module, the published test this game is compared with. This game is a new measure, so its own reliability and norms come from use. In the published research, 16 papers report the task's test-retest reliability and 159 registered clinical studies use it as an outcome (evidence grade B in the ConductCognition test census).

    Does it report a percentile?

    No. Scores and quality flags only.

    Which settings can a researcher change?

    Look (Game, Plain). Every plan can change the look, which never changes how a result is scored.

    Which languages can participants use?

    Participants can take this test in English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese. English is on every plan, and the other languages come with yearly plans. Have a native speaker read the machine-translated text before launch.

    Is this a clinical test?

    No. ConductCognition is for research use only. It runs, scores and exports the test; clinical interpretation is outside the platform.

    Every test: the full test list.

    New tests and features, about once a month. Unsubscribe at any time.

    Run this test in your next study

    Start free with 10 free participants on any test, then use participant credits or a yearly plan.

    Start freePreview it free

    Related tests

    Delayed Recall ModuleRecognition Memory TestVerbal Learning
    ConductCognition

    Hosted browser-native cognitive testing for academic and commercial research workflows.

    A product of ConductScience, Inc.

    Tests

    • All cognitive tests
    • Test batteries
    • Use and evidence
    • Test norms
    • Trail Making Test
    • N-Back Task
    • Automated scoring
    • Study design
    • New tests by email

    Guides

    • Methods and questions
    • Blog
    • Recruitment setup
    • Participant devices
    • Prolific
    • Sona Systems
    • CloudResearch Connect
    • Qualtrics

    Use cases

    • Student participant pools
    • Aging and dementia research
    • Clinical trials
    • US clinical research
    • Remote testing

    Compare and buy

    • Pricing
    • Compare platforms
    • Offline edition
    • FAQ

    Trust

    • Study Quality Monitor
    • HIPAA-ready testing
    • Data export
    • Privacy Policy
    • Terms of Use
    • Data Policy

    Company

    • ConductScience
    • Affiliate Program
    © 2026 ConductScience, Inc. Research use only.