| Literature DB >> 24647551 |
Julia Mayas1, Fabrice B R Parmentier2, Pilar Andrés3, Soledad Ballesteros1.
Abstract
UNLABELLED: A major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions. TRIAL REGISTRATION: ClinicalTrials.gov NCT02007616.Entities:
Mesh:
Year: 2014 PMID: 24647551 PMCID: PMC3960226 DOI: 10.1371/journal.pone.0092269
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Figure 1CONSORT flowchart.
Demographic data and mean test scores corresponding to trained older adults and controls.
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| Experimental (n = 15) | 68.7 (5.2) | 9/6 | 1.6 (1.2) | 28.9 (1) | 62.1 (9.9) | 11.9 (4.8) |
| Control (n = 12) | 68.5 (5.7) | 4/8 | 2.5 (2.9) | 28.8 (1) | 60.1 (7.2) | 13 (3.3) |
Note: Standard deviation (SD); MMSE (Mini Mental State Examination /30); GDS (Geriatric Depression Scale /15).
Mean Z-Scores (mean 0; standard deviation 1) obtained by the 15 participants in the 10 video games across the 20 training sessions.
| TRAINING SESSION (MEAN SCORES) | ||||||||||||||||||||
| GAME | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
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| −2,0 | −1,6 | −1,4 | −0,7 | −0,9 | −0,6 | −0,3 | −0,7 | −0,6 | 0,0 | 0,8 | 0,6 | 0,8 | 0,3 | 1,2 | 1,2 | 0,4 | 0,9 | 1,1 | 1,5 |
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| −2,2 | −1,7 | −1,0 | −0,8 | −0,7 | −0,4 | −0,2 | 0,2 | −0,4 | −0,3 | −0,7 | 1,2 | 0,5 | 0,6 | 0,6 | 0,4 | 1,1 | 1,7 | 1,5 | 0,6 |
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| −1,7 | −1,6 | −1,2 | −1,3 | −1,0 | −0,4 | −0,2 | −0,1 | −0,2 | −0,3 | −0,1 | 0,9 | −0,1 | 0,7 | 1,5 | 1,3 | 0,8 | 0,5 | 0,6 | 1,9 |
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| −2,1 | −1,9 | −1,5 | −1,4 | −0,5 | −0,9 | 0,0 | 0,1 | 0,3 | 0,3 | 0,2 | 0,5 | 0,8 | 0,4 | 0,5 | 0,7 | 1,4 | 1,0 | 1,1 | 1,0 |
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| −2,9 | −1,9 | −1,1 | −0,7 | −0,6 | −0,3 | −0,2 | 0,1 | 0,3 | 0,7 | 0,4 | 0,6 | 0,8 | 0,3 | 0,6 | 0,6 | 1,0 | 0,2 | 1,6 | 0,6 |
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| −2,4 | −2,1 | −1,4 | −0,2 | −0,2 | 0,7 | 0,9 | 1,4 | 0,3 | −0,1 | −0,2 | −0,6 | 1,1 | −0,1 | 1,1 | −0,2 | 0,7 | 0,1 | 1,0 | 0,2 |
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| −2,4 | −1,9 | −1,1 | −1,1 | −0,4 | 0,0 | −0,3 | −0,3 | −0,2 | −0,1 | 0,0 | 1,0 | 1,3 | 0,7 | 0,9 | 0,5 | 0,8 | 0,4 | 0,6 | 1,6 |
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| −1,8 | −1,6 | −1,4 | −1,4 | −1,0 | −0,7 | −0,4 | −0,5 | 0,1 | 0,4 | 0,1 | 0,5 | 0,6 | 0,8 | 0,8 | 0,9 | 0,9 | 1,2 | 1,1 | 1,5 |
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| −1,8 | −1,5 | −1,1 | −1,1 | −1,0 | −0,9 | −0,7 | −0,6 | 0,0 | 0,0 | 0,1 | 0,3 | 0,8 | 0,7 | 0,9 | 0,8 | 1,1 | 1,1 | 1,5 | 1,4 |
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| −3,2 | 0,4 | −1,1 | 1,1 | −0,6 | 1,2 | −0,6 | 0,4 | −0,8 | −0,9 | 0,8 | −0,2 | 0,5 | 0,4 | 0,8 | 0,2 | 0,4 | −0,3 | 0,9 | 0,6 |
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| 3,0 | 2,1 | 1,0 | 0,7 | 0,4 | 0,2 | −0,3 | −0,2 | −0,4 | −0,3 | −0,4 | −0,3 | −0,3 | −0,5 | −0,7 | −0,7 | −0,8 | −1,0 | −0,8 | −0,8 |
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| 2,5 | 2,5 | 1,3 | 0,7 | 0,4 | 0,1 | −0,1 | −0,1 | −0,4 | −0,2 | −0,1 | −0,5 | −0,6 | −0,6 | −0,7 | −0,7 | −0,9 | −0,8 | −0,9 | −0,8 |
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| 2,2 | 2,0 | 1,6 | 1,0 | 1,0 | 0,3 | 0,0 | 0,2 | −0,4 | −0,4 | −0,2 | −0,3 | −0,7 | −0,7 | −0,8 | −1,0 | −0,9 | −0,9 | −1,1 | −0,9 |
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| 3,8 | 1,3 | 0,5 | 0,3 | 0,4 | 0,0 | −0,1 | 0,0 | −0,1 | −0,2 | −0,3 | −0,5 | −0,5 | −0,5 | −0,7 | −0,6 | −0,7 | −0,7 | −0,7 | −0,7 |
Performance (mean scores and completion time) of the experimental group on the first and last training session in each of the 10 non-action video games.
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| Raindrops | 5.3 | <.001 |
| M. Matrix | 5.5 | <.001 |
| M.Match | 2.6//4.9 | = .017//<.001 |
| Speed match | 6.3//3.7 | <.001// = .002 |
| Chalkboard | 3.6 | = .002 |
| Moneycomb | 2.4 | = .026 |
| Rotation M. | 4.5 | <.001 |
| L. Migration | 4.3//10.5 | = .001//<.001 |
| M.Faces | 6.3//5.3 | <.001//<.00< |
| Space Junk | 3.2 | = .006 |
Note: Reaction time (RT); Performance on the 10 games improved significantly with training. Reaction times improved significantly in the 4 games that registered velocity.
Figure 2Performance of experimental (trained) and control group participants.
Panel A: Mean response times for each group at pre and post-training in the three experimental conditions (silence, standard and novel). Panel B: Mean alertness and distraction effects for trained and controls participants.