| Literature DB >> 25352805 |
Soledad Ballesteros1, Antonio Prieto1, Julia Mayas1, Pilar Toril1, Carmen Pita1, Laura Ponce de León1, José M Reales1, John Waterworth2.
Abstract
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.Entities:
Keywords: attention; brain plasticity; cognitive aging; non-action video games; speed of processing; training; wellbeing
Year: 2014 PMID: 25352805 PMCID: PMC4196565 DOI: 10.3389/fnagi.2014.00277
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Figure 1Consort flowchart.
Demographic Information for participants in each group.
| Women/men (n) | 10/7 | 8/5 | 0.001 | 0.885 | 0.021 |
| Age (years) | 68.8 (5.15) | 69.2 (5.91) | 0.001 | 0.849 | 0.037 |
| Education (years) | 12.2 (5.09) | 12.9 (3.28) | 0.008 | 0.649 | 0.212 |
| MMSE | 28.7 (1.16) | 28.8 (1.03) | 0.001 | 0.847 | 0.038 |
| Depression | 1.5 (1.18) | 2.4 (2.88) | 0.035 | 0.320 | 1.023 |
| Verbal ability | 62.4 (9.43) | 60.8 (7.37) | 0.017 | 0.495 | 0.479 |
Means and Standard deviations (SDs in parentheses); MMSE, Mini-Mental State Examination; Verbal ability, Vocabulary (Wechsler); Depression, Yesavage Depression Scale.
Determination coefficients (.
| Speed match | Score | 0.961 (0.959) | 441.77 (0.000) |
| RT | 0.965 (0.963) | 492.66 (0.000) | |
| Memory matrix | Score | 0.698 (0.681) | 38.60 (0.000) |
| Rotation matrix | Score | 0.884 (0.878) | 137.32 (0.000) |
| Money comb | Score | 0.601 (0.579) | 27.15 (0.000) |
| Face memory | Score | 0.972 (0.971) | 626.61 (0.000) |
| RT | 0.977 (0.976) | 719.10 (0.000) | |
| Memory match | Score | 0.852 (0.844) | 103.81 (0.000) |
| RT | 0.960 (0.958) | 430.21 (0.000) | |
| Lost in migration | Score | 0.964 (0.962) | 484.67 (0.000) |
| RT | 0.965 (0.963) | 500.39 (0.000) | |
| Space junk | Score | 0.485 (0.457) | 16.97 (0.001) |
| Raindrops | Score | 0.893 (0.887) | 150.88 (0.000) |
| Chalkboard challenge | Score | 0.919 (0.914) | 203.60 (0.000) |
DV, (dependent variable); R.
Figure 2(A) Average performance scores obtained in each of the 10 non-action video games across the 20 training sessions in Z scores (mean 0; standard deviation 1). (B) Average response times of 4 video games across the 20 training sessions in Z scores.
Pre and post-training performance on psychological measures and wellbeing dimensions for the experimental and control groups.
| Speed of processing | Detection (ms) | 460 (74) | 483 (76) | 466 (69) | 464 (75) |
| Choice RT (ms) | 596 (106) | 566 (80) | 570 (62) | 578 (86) | |
| Cross modal oddball task | Distraction (ms) | 40.1 (34.0) | 27.9 (25.5) | 38. 6 (31.2) | 37.8 (27.7) |
| Alertness (ms) | 7.4 (24.7) | 32.6 (35.8) | 25.3 (32.9) | 17.6 (45.5) | |
| WCST | Error (%) | 34.9 (15.5) | 29.4 (18.1) | 36.0 (17.9) | 30.7 (16.2) |
| Perseverative Resp (%) | 18.0 (12.6) | 16.9 (14.3) | 17.8 (9.7) | 14.3 (8.3) | |
| Perseverative Error (%) | 15.7 (9.3) | 15.2 (11.3) | 16.4 (8.7) | 13.5 (7.0) | |
| Non-Persev. Error (%) | 15.3 (8.5) | 14.1 (12.8) | 19.6 (8.3) | 17.3 (12.9) | |
| Conceptual Level (%) | 58.3 (23.1) | 63.5 (23.6) | 52.5 (25.3) | 60.3 (22.1) | |
| Jigsaw puzzle task | 4 Pieces (proportion) | 0.78 (0.26) | 0.75 (0.28) | 0.78 (0.22) | 0.63 (0.28) |
| 6 Pieces (proportion) | 0.40 (0.25) | 0.52 (0.48) | 0.35 (0.33) | 0.43 (0.28) | |
| 9 Pieces (proportion) | 0.01 (0.05) | 0.07 (0.17) | 0.05 (0.09) | 0.14 (0.21) | |
| Corsi blocks task | 2 Serial Position (proportion) | 0.96 (0.07) | 0.98 (0.05) | 0.95 (0.07) | 0.98 (0.04) |
| 3 Serial Position (proportion)+ | 0.88 (0.16) | 0.80 (0.25) | 0.72 (0.26) | 0.85 (0.13) | |
| 4 Serial Position (proportion) | 0.71 (0.20) | 0.73 (0.27) | 0.52 (0.21) | 0.54 (0.25) | |
| 5 Serial Position (proportion) | 0.32 (0.22) | 0.36 (0.23) | 0.28 (0.24) | 0.22 (0.17) | |
| Rey | Copy | 31.9 (3.1) | 33.2 (4.6) | 30.2 (3.3) | 34.4 (0.87) |
| Delayed Recall | 17.2 (6.6) | 19.1 (6.6) | 16.9 (3.5) | 20.2 (7.2) | |
| WMS-III | Faces (Immediate) | 35.9 (4.7) | 39.0 (4.5) | 36.8 (4.0) | 39.3 (4.0) |
| Faces (Delayed) | 35.5 (4.1) | 37.9 (5.2) | 37.0 (3.4) | 38.8 (5.6) | |
| Family Pictures (Immediate) | 29.8 (6.3) | 35.5 (8.1) | 31.2 (7.3) | 29.2 (9.6) | |
| Family Pictures (Delayed) | 27.6 (6.5) | 35.8 (8.5) | 26.6 (6.0) | 28.0 (9.1) | |
| SPF-IL | Affect | 8.9 (1.8) | 9.8 (1.7) | 9.4 (2.3) | 9.0 (1.7) |
| Assertiveness | 9.4 (1.7) | 10.5 (1.3) | 9.6 (1.1) | 9.7 (1.4) | |
| Status | 7.5 (1.8) | 8.4 (1.7) | 7.9 (1.2) | 7.8 (1.8) | |
| Comfort | 8.4 (1.5) | 9.2 (2.1) | 8.7 (1.5) | 9.4 (1.9) | |
| Stimulation | 8.8 (1.3) | 8.8 (1.6) | 7.8 (1.1) | 7.8 (1.7) | |
Mean scores of the outcome measures, with standard deviation in parentheses. WCST (Wisconsin Card Sorting Test); REY (Rey-Osterrieth Complex Figure Test); WMS-III (Wechsler Memory Scale); Dimensions of wellbeing (SPF-IL Scale). Double asterisk (
) indicates tests on which the experimental group showed significant greatly improvements than controls (p < 0.05), single asterisk (
) indicates the test on which there was a trend for larger improvements in the experimental group (p < 0.10), and the cross (+) indicates the test on which control group showed significantly greater improvements than the experimental group (p < 0.05).
Figure 3Mean performance of trained and control groups at pretest and post-test. (A) Simple and choice RT tasks. (B) Distraction and alertness effects in the Cross-modal oddball attention task. (C) Family pictures (Scenes) inmediate. (D) Family pictures (Scenes) delayed. Error bars represent plus and minus 1 standard error. *p < 0.05.