However, even when the control group plays a challenging game, their more specific expectations, as well as those of the experimenters, may impact their posttest performance. For example, studies by Green and Bavelier (
2003,
2006a,
2006b,
2007,
2012) and Green, Li, and Bavelier (
2010) reported that individuals who practiced action video games performed better than those who practiced nonaction games (e.g.,
Tetris,
Sims). Therefore, in these studies the active control also had a challenging game. Nevertheless, these findings have been contested in several studies conducted in labs with different expectations (e.g., Boot, Blakely, & Simons,
2011; Boot, Kramer, Simons, Fabiani, & Gratton,
2008; Lee et al.,
2012; Van Ravenzwaaij, Boekel, Forstmann, Ratcliff, & Wagenmaker,
2014). These researchers claimed that the difference in the outcomes obtained in different labs reflects the experimenters' bias, which affects participants' anticipation of improvement, and consequently their performance (Boot, Simons, Stothart, & Stutts,
2013; see review in Kristjánsson,
2013). Importantly (as in the case of multisite training in the Jaeggi et al.,
2008 paper), undocumented (and probably unintentional) differences between training protocols at different sites may have had a greater impact on the outcomes than the explicit choice of training procedure. These differences may be as influential in perceptual training as they are in training for more complex cognitive skills.