| Literature DB >> 21120135 |
Helena M Blumen1, Daniel Gopher, Joshua R Steinerman, Yaakov Stern.
Abstract
This study examined if and how cognitively healthy older adults can learn to play a complex computer-based action game called the Space Fortress (SF) as a function of training instructions [Standard vs. Emphasis Change (EC); e.g., Gopher et al., 1989] and basic motor ability. A total of 35 cognitively healthy older adults completed a 3-month SF training program with three SF sessions weekly. Twelve 3-min games were played during each session. Basic motor ability was assessed with an aiming task, which required rapidly rotating a spaceship to shoot targets. Older adults showed improved performance on the SF task over time, but did not perform at the same level as younger adults. Unlike studies of younger adults, overall SF performance in older adults was greater following standard instructions than following EC instructions. However, this advantage was primarily due to collecting more bonus points and not - the primary goal of the game - shooting and destroying the fortress, which in contrast benefited from EC instructions. Basic motor ability was low and influenced many different aspects of SF game learning, often interacted with learning rate, and influenced overall SF performance. These findings show that older adults can be trained to deal with the complexity of the SF task but that overall SF performance, and the ability to capitalize on EC instructions, differs when a basic ability such as motor control is low. Hence, the development of this training program as a cognitive intervention that can potentially compensate for age-related cognitive decline should consider that basic motor ability can interact with the efficiency of training instructions that promote the use of cognitive control (e.g., EC instructions) - and the confluence between such basic abilities and higher-level cognitive control abilities should be further examined.Entities:
Keywords: Space Fortress game; cognitive aging; cognitive interventions; cognitive training; emphasis change; motor control
Year: 2010 PMID: 21120135 PMCID: PMC2991174 DOI: 10.3389/fnagi.2010.00145
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
A description of each measure obtained from the space fortress game.
Mean values and standard deviations (in parentheses) of demographic information for participants in the Emphasis Change condition and the Active Control condition.
| Condition | Emphasis Change | Active Control |
|---|---|---|
| Age | 66.35 (4.55) | 65.56 (4.05) |
| % Female | 0.59 | 0.50 |
| DRS (total) | 140.71 (2.76) | 140.67 (2.33) |
| Years of education | 15.65 (2.55) | 16.28 (2.61) |
| WAIS vocabulary (raw) | 55.47 (7.74) | 54.38 (12.46) |
| WTAR (raw) | 41.00 (8.63) | 42.17 (7.49) |
Figure 1A Schematic of the revised Space Fortress game environment.
Figure 2Total SF performance as a function of training instruction (EC vs. Standard), adjusted by subject-specific aiming scores.
Figure 3(A) Velocity as a function of training instructions (EC vs. Standard) in participants with low (<450) subject-specific aiming scores. (B) Velocity as a function of training instructions (EC vs. Standard) in participants with high (>450) subject-specific aiming scores.
Figure 4(A) Fortress hit by Missile as a function of training instructions (EC vs. Standard) in participants with low (<450) subject-specific aiming scores. (B) Fortress hit by Missile as a function of training instructions (EC vs. Standard) in participants with high (>450) subject-specific aiming scores.
Figure 5Bonus Taken as a function of training instructions (EC vs. Standard), adjusted by subject-specific aiming scores.
Figure 6(A) Fortress Destruction as a function of training instructions (EC vs. Standard) in participants with low (<450) subject-specific aiming scores. (B) Fortress Destructions as a function of training instructions (EC vs. Standard) in participants with high (>450) subject-specific aiming scores.