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
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


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.
Show the numbers
| Year | Papers |
|---|---|
| 2025 | 90 |
| 2024 | 74 |
| 2023 | 95 |
| 2022 | 58 |
| 2021 | 50 |
| 2020 | 74 |
| 2019 | 67 |
| 2018 | 60 |
| 2017 | 56 |
| 2016 | 47 |
| 2015 | 60 |
| 2014 | 57 |
| 2013 | 41 |
| 2012 | 35 |
| 2011 | 47 |
| 2010 | 33 |
| 2009 | 35 |
| 2008 | 23 |
| 2007 | 12 |
| 2006 | 40 |
| 2005 | 27 |
| 2004 | 17 |
| 2003 | 16 |
| 2002 | 20 |
| 2001 | 9 |
| 2000 | 23 |
Use grade B
300 to 999 papers from 2021 to 2025.
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
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
| Setting | Standard | Allowed |
|---|---|---|
| Look | Game | Game, Plain |
Every plan can change the look, which never changes how a result is scored.
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
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.
Run this test in your next study
Start free with 10 free participants on any test, then use participant credits or a yearly plan.