| Literature DB >> 27239508 |
Jason Geyer1, Philip Insel2, Faraz Farzin3, Daniel Sternberg3, Joseph L Hardy3, Michael Scanlon3, Dan Mungas4, Joel Kramer5, R Scott Mackin6, Michael W Weiner7.
Abstract
INTRODUCTION: Lumosity's Memory Match (LMM) is an online game requiring visual working memory. Change in LMM scores may be associated with individual differences in age-related changes in working memory.Entities:
Keywords: Alzheimer's disease; Cognitive decline; Internet game; Internet registry; Memory; Online cognitive assessments; Online games
Year: 2015 PMID: 27239508 PMCID: PMC4876906 DOI: 10.1016/j.dadm.2015.04.002
Source DB: PubMed Journal: Alzheimers Dement (Amst) ISSN: 2352-8729
Fixed effects game play data
| Estimate | Standard error | ||
|---|---|---|---|
| Baseline score [YK,μ] | 18.95 | 0.16 | <.0001 |
| Baseline score* (age 58 years) [γ] | −0.31 | 0.02 | <.0001 |
| Learning rate [aμ] | 0.37 | 7.48E−003 | <.0001 |
| Learning rate* (age 58 years) [α] | −6.56E−003 | 7.87E−004 | <.0001 |
| Forgetting rate [bμ] | −2.12 | 0.19 | <.0001 |
| Forgetting rate* (age 58 years) [β] | 0.02 | 0.02 | .27 |
Fig. 1Age trend for the baseline score with 95% prediction interval.
Fig. 2Age trend for the learning rate with 95% prediction interval.
Random effects standard deviations game play data
| Standard deviation | |
|---|---|
| Baseline score [εi] | 6.92 |
| Learning rate [εa,i] | 0.31 |
| Forgetting rate [εb,i] | 7.09 |
| Standard dev. [εS,i] | 5.05 |
Fig. 3Model fit and forecasts of four Lumosity's Memory Match (LMM) participants demonstrating large learning rates.
Fig. 4Model fit and forecasts of four Lumosity's Memory Match (LMM) decliners.