| Literature DB >> 26257643 |
Julia C Binder1, Jacqueline Zöllig2, Anne Eschen3, Susan Mérillat3, Christina Röcke3, Sarah F Schoch3, Lutz Jäncke4, Mike Martin1.
Abstract
Finding effective training interventions for declining cognitive abilities in healthy aging is of great relevance, especially in view of the demographic development. Since it is assumed that transfer from the trained to untrained domains is more likely to occur when training conditions and transfer measures share a common underlying process, multi-domain training of several cognitive functions should increase the likelihood of such an overlap. In the first part, we give an overview of the literature showing that cognitive training using complex tasks, such as video games, leisure activities, or practicing a series of cognitive tasks, has shown promising results regarding transfer to a number of cognitive functions. These studies, however, do not allow direct inference about the underlying functions targeted by these training regimes. Custom-designed serious games allow to design training regimes according to specific cognitive functions and a target population's need. In the second part, we introduce the serious game Hotel Plastisse as an iPad-based training tool for older adults that allows the comparison of the simultaneous training of spatial navigation, visuomotor function, and inhibition to the training of each of these functions separately. Hotel Plastisse not only defines the cognitive functions of the multi-domain training clearly, but also implements training in an interesting learning environment including adaptive difficulty and feedback. We propose this novel training tool with the goal of furthering our understanding of how training regimes should be designed in order to affect cognitive functioning of older adults most broadly.Entities:
Keywords: cognitive decline; cognitive training; healthy aging; iPad; multi-domain training; serious game
Year: 2015 PMID: 26257643 PMCID: PMC4511844 DOI: 10.3389/fnagi.2015.00137
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Summary of training studies with complex leisure activities.
| Fried et al., | Experience Corps group (volunteer work in schools, team meetings of volunteers; TG), | 60–86 | Total | 4–8 months: Introduction of 2 weeks (30 h/week), volunteer work of 15 h/week | Pre, post | |
| Noice et al., | Acting (TG1), | 60–86 | Total | 4 weeks: 2 sessions/week for 1.5 h (total 7 sessions) | Pre, post | MANCOVAs/ANOVAs: Significant group effects at post-test for recall (η2 = 0.07), problem solving (η2 = 0.25), and psychological well-being (η2 = 0.13), contrasts revealed that the TG1 performed better as pCG on recall, problem solving, working memory (marginally significant) and showed higher psychological well-being; compared to TG2, TG1 showed better performance on problem solving and higher psychological well-being. TG1 maintained training-related changes. |
| Noice and Noice, | Acting (TG1), | 68–93 | Total | 4 weeks: 2 sessions/week for 1 h (total 8 sessions) + homework | Pre, post | MANCOVAs/ANCOVAs: Significant group effects at post-test for immediate ( |
| Park et al., | Productive engagement | 60–90 | Total | 14 weeks: 15 h/week (5 h of structured activities, 10 h self-directed) | Pre, post | ANOVAs (group × time interactions): TG1 vs. aCG2: TG1 improved more in episodic memory ( |
| Stine-Morrow et al., | Senior Odyssey (TG), | 58–93 | Total | 6 months: 20 weekly meetings ( | Pre, post | |
| Tranter and Koutstaal, | Different home + group activities (TG), | 60–75 | Total | 10–12 weeks: 2 sessions/week for 1 h (total of 12 different home activities) + 3 group meetings, number of social group meetings for aCG not specified | Pre, post | ANOVAs (group × time interactions): TG improved more on Gf ( |
aCG, active control group; pCG, passive control group (to simplify wait-list control groups are counted as passive control groups); Gf, fluid intelligence. Effect sizes were taken from original articles and classified according to the following conventions (Lakens, .
Summary of training studies with a series of different tasks.
| Chambon et al., | Attention and memory training group (TG), | Total | 12 weeks: 2 session/week for 1 h (total 24 sessions) | Pre, post, 6-month follow-up | ANOVAs (group × time interactions): TG improved more on recognition ( | |
| Cheng et al., | Multi-domain (mTG: reasoning, memory, problem solving, visuo-spatial map reading, handcraft, physical exercise), | 65–75 | Total | 12 weeks: 2 sessions/week for 1 h (24 training sessions) | Pre, post, 6-/12-month follow-up | ANOVAs (group × time interactions):Posttest: mTG and sTG improved more on reasoning compared to pCG (mTG: |
| Craik et al., | Within-subjects design: early training group (eTG) vs. late training group (lTG) with 3 modules: | 71–87 | Total | 12 weeks (4 weeks/module): 1 session/week for 3 h + 1 h home work/week | Pre, post, 6-month follow-up | ANCOVAs: eTG vs. lTG (= pCG) |
| Schmiedek et al., | Training of processing speed, episodic memory, and working memory (TG), | 65–81 | Total | 6 months: up to 6 sessions/week: 100 sessions for 1 h (total ca. 100 sessions) | Pre, post | Mixed models (group × time interactions)/latent difference score models: |
aCG, active control group; pCG, passive control group (to simplify wait-list control groups are counted as passive control groups). Means for age are indicated when the ranges were not reported. Effect sizes were taken from original articles and classified according to the following conventions (Lakens, .
Summary of training studies with video and computer games.
| Ackerman et al., | Wii Brain Academy, | 50–71 | Total | 8 weeks (4 weeks for each assignment: Wii and Reading): 5 sessions/week for 1 hTotal training: 40 h (20 h per condition) | Pre, mid, post | ANOVAs: No condition × time interaction |
| Anguera et al., | Neuroracer dual (mTG), | 60–85 | Total | 4 weeks: 3 sessions/week for 1 hTotal training: 12 h | Pre, post, 6-month follow-up | ANOVAs (group × time interactions): Significant group × time (pre-post) interactions for working memory (mTG > sTG: |
| Basak et al., | Strategy video game Rise of Nations (TG), | Total | 4–5 weeks: 3 sessions/week for 1.5 h (total 15 sessions)Total training: 23.5 h | Pre, mid, post | ANOVAs (group × time interactions): | |
| Peretz et al., | CogniFit Personal Coach® (TG1), | Total | 3 months: 2–3 sessions/week for 20–30 min (total of 24 sessions) | Pre, post | Mixed models: Group × time interactions: | |
| Toril et al., | Meta-analysis | 60–80 | Total | 1–12 weeks | Pre, post | Global cognition ( |
| Whitlock et al., | World of Warcraft (TG), | 60–77 | Total | 2 weeks: 1 h/dayTotal training: 14 h | Pre, post | ANOVAs: TG improved more than pCG in attentional control (η2 = 0.10). |
aCG, active control group; pCG, passive control group (to simplify wait-list control groups are counted as passive control groups); Gf, fluid intelligence; Gc, crystallized intelligence. Means for age are indicated when the ranges were not reported. CI, confidence interval; Effect sizes were taken from original articles and classified according to the following conventions (Lakens, .
Figure 1Hotel Plastisse as an iPad-based serious training game. (A) Start screen of the Hotel Plastisse app. (B) The training setting takes place in a hotel. The participant interacts with several avatars who are the same across training conditions (red = inhibition training tasks, green = visuomotor function training tasks, blue = spatial navigation training tasks, orange = multi-domain training tasks).
Figure 2Example of a multi-domain training session. (A) At the beginning and in-between the five minigames, the participants interact with Thomas. (B) Participants walk through the hotel lobby and floors to one of the employees. (C) The respective employee provides the instructions for the training task. (D) The multi-domain training tasks requires memorizing a labyrinth by either a map (bird's eye condition) or an animated labyrinth (land mark condition). (E) The retrieval requires recalling the labyrinth by finding the correct path (always in the landmark condition). (F) At the end of each training task, percentage of performance and the level for the next training session are displayed. (G) This is followed by a detailed feedback. (H) At the end, the training course over the last 14 days is shown. This procedure (A–H) is repeated for all five training tasks.
Figure 3Screenshots of the inhibition minigames. (A) Washday, (B) Labeling, (C) Fruit salad, (D) Dishwashing, (E) Chasing mice.
Adaptive training parameters of the inhibition minigames.
| Level 1 | 1.72 | 173 | 36 | 1.72 | 157 | 52 | 1.97 | 144 | 38 | 1.87 | 156 | 37 | 1.97 | 141 | 42 |
| Level 10 | 1.48 | 202 | 41 | 1.46 | 185 | 62 | 1.70 | 167 | 44 | 1.62 | 180 | 42 | 1.66 | 167 | 50 |
| Level 20 | 1.21 | 247 | 51 | 1.17 | 231 | 77 | 1.40 | 203 | 54 | 1.34 | 218 | 51 | 1.32 | 210 | 63 |
| Level 30 | 0.94 | 318 | 65 | 0.88 | 307 | 102 | 1.10 | 259 | 69 | 1.06 | 275 | 65 | 0.98 | 283 | 84 |
| Level 40 | 0.67 | 446 | 91 | 0.59 | 458 | 153 | 0.80 | 356 | 95 | 0.78 | 374 | 88 | 0.64 | 433 | 129 |
| Level 50 | 0.40 | 747 | 153 | 0.30 | 900 | 300 | 0.50 | 569 | 151 | 0.50 | 583 | 137 | 0.30 | 924 | 276 |
Across levels, the delay between two consecutive stimuli is shortened (in sec), which results in an increasing number of go and no-go stimuli at a fixed task duration of 6 min.
Figure 4Screenshots of the visuomotor minigames. (A) Paw prints, (B) Darts, (C) Rolling fruits, (D) Marble box, (E) Model aircraft.
Adaptive training parameters of the visuomotor function minigames.
| Level 1 | 1.18 | 1.05 | 1.48 | 1.01 | 2 | 0.98 |
| Level 10 | 1.03 | 1.50 | 1.27 | 1.12 | 4 | 0.83 |
| Level 20 | 0.86 | 2.00 | 1.04 | 1.24 | 6 | 0.66 |
| Level 30 | 0.69 | 2.50 | 0.81 | 1.36 | 8 | 0.50 |
| Level 40 | 0.52 | 3.00 | 0.58 | 1.48 | 10 | 0.33 |
| Level 50 | 0.35 | 3.50 | 0.35 | 1.60 | 12 | 0.16 |
Across levels, increasing (e.g., speed) or decreasing (e.g., scale) parameters require increased precision for unimanual and bimanual hand and finger movements. Delay is the reaction time frame between two targets (in sec). Scale = 1 represents the original size of 100% and is linearly up-scaled (Darts) or down-scaled (Model aircraft). Speed = 1 represents the original speed and is linearly up-scaled across levels (game-intern metric).
Spatial navigation conditions for encoding and retrieval.
| Encoding | Condition | Landmark | Landmark | Landmark | Bird's eye | Bird's eye |
| Time | Limited | Limited | Limited | Unlimited | Unlimited | |
| Retrieval | Condition | Landmark | Landmark | Landmark | Landmark | Landmark |
| iPad Operation | Unimanual | Bimanual | Unimanual | Bimanual | Bimanual | |
| Decision time | Unlimited | Limited | Unlimited | Limited | Limited |
During encoding, participants either memorize a path in a labyrinth in the landmark or bird's eye perspective, while retrieval always takes place in the landmark perspective.
Adaptive training parameters of the multi-domain minigames.
| Level 1 | 1.97 | 144 | 38 | 3 | 1.97 | 141 | 42 | 3 | 1.72 | 157 | 52 | 3 | 1.72 | 173 | 36 | 3 | 1.48 | 197 | 46 | 3 |
| Level 10 | 1.70 | 167 | 44 | 4 | 1.66 | 167 | 50 | 4 | 1.46 | 185 | 62 | 4 | 1.48 | 202 | 41 | 4 | 1.30 | 224 | 53 | 4 |
| Level 20 | 1.40 | 203 | 54 | 6 | 1.32 | 210 | 63 | 6 | 1.17 | 231 | 77 | 6 | 1.21 | 247 | 51 | 6 | 1.10 | 265 | 62 | 6 |
| Level 30 | 1.10 | 259 | 69 | 8 | 0.98 | 283 | 84 | 8 | 0.88 | 307 | 102 | 8 | 0.94 | 318 | 65 | 8 | 0.90 | 324 | 76 | 8 |
| Level 40 | 0.80 | 356 | 95 | 10 | 0.64 | 433 | 129 | 10 | 0.59 | 458 | 153 | 10 | 0.67 | 446 | 91 | 10 | 0.70 | 417 | 98 | 10 |
| Level 50 | 0.50 | 569 | 151 | 12 | 0.30 | 924 | 276 | 12 | 0.30 | 900 | 300 | 12 | 0.40 | 747 | 153 | 12 | 0.50 | 583 | 137 | 12 |
Upper part of the table: correspondence of each multi-domain minigame to the single domain minigames/conditions (inhi: inhibition; visuo: visuomotor function; spat: spatial navigation). The model car racing minigame has no corresponding inhibition minigame. Lower part of the table shows the parameters. These are comparable to the corresponding parameters of a single-domain training minigame as reported in Tables .
Exception: The inhibition parameters of the model car racing minigame are not comparable to an inhibition minigame.
See description of the model car racing minigame. Column 1 shows the delay (in sec) between two stimuli (go/no-go stimuli and visuomotor targets, respectively), Column 2 shows the number of go, and column 3 the number of no-go stimuli per minigame. Column 4 shows the number of crossroads of a labyrinth at a particular level.
Figure 5Screenshots of the spatial navigation minigames. (A) Hedge labyrinth, (B) Pantry, (C) Wine cellar, (D) Room service, (E) Odyssey.
Figure 6Screenshots of the multi-domain minigames. (A) Raking leaves, (B) Pipe burst, (C) Wine tasting, (D) Vacuum cleaner, (E) Model car racing.