| Literature DB >> 23378841 |
Walter R Boot1, Michael Champion, Daniel P Blakely, Timothy Wright, Dustin J Souders, Neil Charness.
Abstract
Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a "brain fitness" game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.Entities:
Keywords: cognitive training; transfer of training; video games
Year: 2013 PMID: 23378841 PMCID: PMC3561600 DOI: 10.3389/fpsyg.2013.00031
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Demographics for all participants and for participants who completed the study as a function of group assignment.
| Mean age | Proportion male | |||||
|---|---|---|---|---|---|---|
| All | Completed | All | Completed | All | Completed | |
| Control | 20 | 20 | 72 (1.4) | 72 (1.4) | 0.45 | 0.45 |
| Brain fitness game | 21 | 20 | 74 (1.2) | 73 (1.1) | 0.33 | 0.35 |
| Action game | 21 | 14 | 75 (1.5) | 73 (1.9) | 0.48 | 0.50 |
Standard errors listed within parenthesis.
For the game groups completion rates favored Brain Fitness: .
List of principal cognitive outcome measures.
| Task name | Construct assessed | Critical measure | Number of test trials/questions | Comments |
|---|---|---|---|---|
| Simple/complex RT | Processing speed | Reaction time | 80 | Based on Czaja et al. ( |
| Number comparison | Processing speed | Accuracy (timed) | 96 | Ekstrom et al. ( |
| Visual search | Processing speed | Accuracy | 72 | Based on Sekuler and Ball ( |
| Corsi block tapping | Spatial memory | Accuracy | 24 | Based on Corsi ( |
| Everyday recognition | Memory | Accuracy | 15 | Modification of Allaire and Marsiske ( |
| Meaningful memory | Memory | Accuracy | 20 | Hakstian and Cattell ( |
| MSEQ | Memory | Confidence | 20 | West et al. ( |
| Flanker task | Selective attention | Flanker interference | 80 | Based on Eriksen and Eriksen ( |
| Task switching | Executive control | Switch cost | 90 | Based on Basak et al. ( |
| Raven’s matrices | Reasoning | Accuracy (timed) | 18 | Modification of Raven et al. ( |
| Everyday reasoning | Reasoning | Accuracy | 21 | Modification of Allaire and Marsiske ( |
| Letter sets | Reasoning | Accuracy (timed) | 30 | Ekstrom et al. ( |
| MIDUS | Well-being | Well-being ratings | 42 | Brim et al. ( |
Pre and post-training scores.
| Control | Brain fitness | Action game | |||||
|---|---|---|---|---|---|---|---|
| Pre | Post | Pre | Post | Pre | Post | ||
| Simple/choice RT ( | Simple RT (ms) | 365 (15) | 351 (10) | 359 (12) | 357 (12) | 352 (13) | 342 (18) |
| Complex RT (ms) | 396 (14) | 394 (13) | 414 (10) | 427 (17) | 397 (14) | 398 (13) | |
| Simple accuracy | 0.96 (0.02) | 0.97 (0.02) | 0.98 (0.01) | 0.99 (0.01) | 0.97 (0.02) | 0.97 (0.02) | |
| Complex accuracy | 0.97 (0.01) | 0.96 (0.01) | 0.98 (0.01) | 0.98 (0.01) | 0.95 (0.04) | 0.98 (0.01) | |
| Number comparison ( | 38.20 (2.40) | 38.85 (2.43) | 37.75 (2.40) | 39.40 (2.43) | 43.07 (2.97) | 41.57 (2.90) | |
| Visual search ( | Near | 0.19 (0.02) | 0.25 (0.04) | 0.29 (0.06) | 0.27 (0.06) | 0.31 (0.07) | 0.34 (0.07) |
| Middle | 0.19 (0.02) | 0.20 (0.03) | 0.24 (0.05) | 0.26 (0.05) | 0.23 (0.05) | 0.27 (0.07) | |
| Far | 0.15 (0.02) | 0.18 (0.02) | 0.21 (0.03) | 0.18 (0.03) | 0.18 (0.04) | 0.24 (0.06) | |
| Corsi block tapping ( | Set 4 | 0.78 (0.04) | 0.77 (0.04) | 0.78 (0.06) | 0.76 (0.05) | 0.79 (0.05) | 0.83 (0.05) |
| Set 5 | 0.64 (0.05) | 0.63 (0.05) | 0.58 (0.06) | 0.54 (0.06) | 0.60 (0.06) | 0.61 (0.06) | |
| Set 6 | 0.18 (0.05) | 0.21 (0.04) | 0.19 (0.05) | 0.20 (0.05) | 0.08 (0.04) | 0.15 (0.05) | |
| Set 7 | 0.02 (0.01) | 0.03 (0.01) | 0.04 (0.02) | 0.02 (0.01) | 0.04 (0.03) | 0.02 (0.02) | |
| ECB recognition ( | 12.00 (0.46) | 12.55 (0.42) | 12.35 (0.46) | 12.20 (0.42) | 12.29 (0.55) | 12.29 (0.51) | |
| Meaningful memory ( | 12.95 (0.97) | 13.30 (0.86) | 12.70 (0.97) | 14.50 (0.86) | 14.07 (1.16) | 14.07 (1.02) | |
| MSEQ ( | Average confidence | 63 (2) | 63 (4) | 62 (4) | 61 (5) | 63 (6) | 66 (6) |
| Flanker ( | Congruent RT (ms) | 622 (23) | 599 (20) | 681 (20) | 637 (24) | 632 (26) | 602 (31) |
| Incongruent RT (ms) | 750 (41) | 678 (21) | 797 (27) | 738 (30) | 736 (44) | 670 (29) | |
| Congruent accuracy | 0.98 (0.01) | 0.99 (0.01) | 0.94 (0.04) | 0.93 (0.05) | 0.95 (0.04) | 0.93 (0.04) | |
| Incongruent accuracy | 0.86 (0.06) | 0.96 (0.02) | 0.85 (0.06) | 0.90 (0.04) | 0.88 (0.06) | 0.91 (0.04) | |
| Task switching ( | Repeat RT (ms) | 1175 (45) | 1161 (53) | 1193 (40) | 1219 (47) | 1145 (61) | 1109 (46) |
| Switch RT (ms) | 1480 (55) | 1453 (77) | 1443 (63) | 1553 (63) | 1347 (75) | 1447 (51) | |
| Repeat accuracy | 0.71 (0.05) | 0.75 (0.04) | 0.78 (0.03) | 0.76 (0.04) | 0.79 (0.05) | 0.79 (0.06) | |
| Switch accuracy | 0.63 (0.05) | 0.71 (0.04) | 0.70 (0.03) | 0.69 (0.04) | 0.74 (0.04) | 0.74 (0.05) | |
| Raven’s matrices ( | 6.63 (0.78) | 7.21 (0.69) | 6.00 (0.79) | 6.63 (0.78) | 7.00 (0.86) | 6.08 (0.97) | |
| ECB reasoning ( | 35.45 (1.21) | 34.10 (1.27) | 34.70 (1.21) | 34.50 (1.27) | 37.86 (1.45) | 34.29 (1.51) | |
| Letter sets ( | 13.74 (1.33) | 15.16 (1.51) | 14.00 (1.30) | 13.30 (1.47) | 16.29 (1.55) | 14.93 (1.75) | |
| MIDUS ( | Autonomy | 16.05 (1.17) | 17.70 (1.23) | 16.05 (1.20) | 15.95 (1.27) | 12.93 (1.40) | 11.57 (1.48) |
| Env. mastery | 15.58 (1.29) | 16.47 (1.39) | 14.00 (1.26) | 14.40 (1.35) | 14.71 (1.51) | 13.21 (1.62) | |
| Positive rel. | 12.45 (1.16) | 12.60 (1.15) | 14.65 (1.16) | 14.45 (1.15) | 12.85 (1.44) | 11.85 (1.43) | |
| Personal growth | 15.25 (1.16) | 14.75 (1.05) | 11.21 (1.19) | 11.68 (1.08) | 12.93 (1.39) | 10.21 (1.26) | |
| Life purpose | 15.32 (1.27) | 15.53 (1.32) | 14.50 (1.24) | 14.85 (1.29) | 13.79 (1.48) | 12.93 (1.54) | |
| Self-acceptance | 15.70 (1.31) | 15.30 (1.22) | 13.00 (1.34) | 13.32 (1.25) | 12.39 (1.62) | 10.31 (1.52) | |
Standard errors listed within parenthesis.
For the analysis of each measure, .
Figure 1Standardized (. Error bars represent ± SEM.
Correlation coefficients between reported hours of game play and improvement.
| Brain fitness | Action game | |||||
|---|---|---|---|---|---|---|
| Perceptual speed | 20 | 0.28 | 0.24 | 14 | 0.11 | 0.70 |
| Memory | 20 | −0.05 | 0.84 | 14 | 0.11 | 0.70 |
| Attention/executive control | 20 | 0.16 | 0.49 | 14 | −0.23 | 0.43 |
| Reasoning | 20 | −0.33 | 0.16 | 14 | 0.30 | 0.29 |
Figure 2Game perception agreement scores as a function of game type. Participants who received the Action Game rated it as significantly less enjoyable. Error bars represent 95% confidence intervals. *p < 0.05.
Figure 3Perceived benefit agreement scores as a function of game type. Participants who received the Action Game rated it as significantly less likely to improve everyday abilities. Error bars represent 95% confidence intervals. *p < 0.05.
Representative positive and negative quotes regarding training.
| “Feel good about decreasing brain age.” – Participant A (Female, Age 78) |
| “I do all the games, I am doing them faster.” – Participant B (Female, Age 70) |
| “Enjoying the games but not good at many of them. I like the piano, but not a ‘true pianist’ yet.” – Participant C (Female, Age 70) |
| “This has been fascinating- wish I could improve, going to try in the AM.” – Participant D (Female, Age 75) |
| “I’m addicted!! What am I going to do when this test is done? Go buy a game? Steal this one? Or tell my son I need one?” – Participant E (Female, Age 69) |
| “The software makes more mistakes than I do.” – Participant B (Female, Age 70) |
| “Game does not always show the numbers I want to write.” – Participant A (Female, Age 78) |
| “Still problems with machine reading correctly – kills competitive spirit.” – Participant F (Male, Age 71) |
| “It is frustrating to get a correct answer and have it misread!” – Participant G (Male, Age 68) |
| “Barking dogs can ruin rock, paper, scissors.” (referring to a game involving voice recognition) – Participant H (Female, Age 79) |
| “Did time trials, competitive nature taking over.” – Participant I (Male, Age 75) |
| “Used booklet to note characteristics of drivers-enjoyable, more interested.” – Participant J (Male, Age 80) |
| “Actually enjoyed it. It went very well. Many 1st places.” – Participant K (Female, Age 78) |
| “Noticing eye strain after 30 minutes.” – Participant L (Female, Age 66) |
| “I have arthritis in my hands. When I play more than 30 minutes it really hurts but I am trying.” – Participant M (Female, Age 69) |
| “Awkward! Re-read manual and try[ing] to coordinate actions. Arthritis in hands makes some action uncomfortable.” – Participant N (Male, Age 86) |
| “Mindless; challenge is dexterity rather than thinking. Utterly boring.” – Participant I (Male, Age, 75) |
| “Running a little guy around a race track is inherently less interesting than reading, movies, or computer games like free cell, hearts, or black jack.” – Participant O (Male, Age 66) |