| Literature DB >> 28293188 |
Dustin J Souders1, Walter R Boot1, Kenneth Blocker1, Thomas Vitale1, Nelson A Roque1, Neil Charness1.
Abstract
The degree to which "brain training" can improve general cognition, resulting in improved performance on tasks dissimilar from the trained tasks (transfer of training), is a controversial topic. Here, we tested the degree to which cognitive training, in the form of gamified training activities that have demonstrated some degree of success in the past, might result in broad transfer. Sixty older adults were randomly assigned to a gamified cognitive training intervention or to an active control condition that involved playing word and number puzzle games. Participants were provided with tablet computers and asked to engage in their assigned training for 30 45-min training sessions over the course of 1 month. Although intervention adherence was acceptable, little evidence for transfer was observed except for the performance of one task that most resembled the gamified cognitive training: There was a trend for greater improvement on a version of the corsi block tapping task for the cognitive training group relative to the control group. This task was very similar to one of the training games. Results suggest that participants were learning specific skills and strategies from game training that influenced their performance on a similar task. However, even this near-transfer effect was weak. Although the results were not positive with respect to broad transfer of training, longer duration studies with larger samples and the addition of a retention period are necessary before the benefit of this specific intervention can be ruled out.Entities:
Keywords: cognitive aging; cognitive training intervention; reasoning ability; transfer of training; video games
Year: 2017 PMID: 28293188 PMCID: PMC5328998 DOI: 10.3389/fnagi.2017.00041
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Descriptive information regarding the sample of older adults that participated in the study.
| 72.35 (5.20) | 72.27 (4.88) | 72.43 (5.58) | |
| Female | 34 (56.7%) | 17 (56.7%) | 17 (56.7%) |
| Male | 26 (43.3%) | 13 (43.3%) | 13 (43.3%) |
| African-American | 3 (5%) | 1 (3.3%) | 2 (6.7%) |
| Caucasian | 55 (91.7%) | 29 (96.7%) | 26 (86.7%) |
| Hispanic | 2 (3.3%) | 0 (0%) | 2 (6.7%) |
| High school/some college | 20 (33.3%) | 12 (40.0%) | 8 (26.7%) |
| College degree | 40 (66.7%) | 18 (60.0%) | 22 (73.3%) |
A brief description of each of the seven games included in the Mind Frontiers application.
| Ante Up | Players are shown cards organized in a certain pattern and must replicate this pattern over the course of a specified number of moves with the cards they are provided. This game exercises planning ability and is based on the Tower of London test (Shallice, |
| Irrigator | Players are tasked with building a water pipeline from a well to various targets before time runs out using provided pipe pieces that change with each turn. As players progress, various obstacles must be avoided to reach the target. This game challenges visuospatial processing and is similar to a training task previously used by Mackey et al. ( |
| Pen ‘Em Up | Players must sort objects dropped from a UFO into two pens by swiping either left or right based on specific criteria provided at the start. The sorting criteria varies based upon the objects' characteristics (e.g., trees, farm animals) or style (e.g., plain, striped). This task-switching game is based on the training developed by Karbach and Kray ( |
| Riding Shotgun | Players are riding in a horse drawn wagon, and the scene in front of the wagon contains a grid of tiles that could light up one at a time. The player must remember the sequence in which tiles of the grid are illuminated. They must then replicate the pattern in the correct order. This task taps visuospatial memory and is similar to the training provided by Klingberg et al. ( |
| Safe Cracker | Players are tasked with cracking codes to open various safes and collect the money inside before the time runs out. Stimuli are series of letters, numbers, months, etc., and the player must determine the next item in the sequence. This game is intended to exercise inductive reasoning skills and is similar to the training described by Willis and Schaie ( |
| Sentry Duty | Players are tasked with remembering the sequence in which sentries outside of a fort wall lift a lantern and say a word. They must decide whether the location and word of the current sentry matches that of the sentry |
| Supply Run | Players adopt the role of a merchant traveling through a town. Townspeople request items along the way. The player must remember the last item requested from each of the provided categories so they may be purchased at a town store at the end of the trip. This working memory game is similar to the training used by Dahlin et al. ( |
Means and 95% CIs for all measures.
| Form Boards | #Correct | Control | 30 | 5.20 [4.07, 6.33] | 6.20 [4.88, 7.52] | 1.00 [−0.38, 2.38] | |
| MF | 30 | 5.40 [3.93, 6.87] | 5.00 [3.82, 6.18] | −0.40 [−1.51, 0.71] | |||
| Letter Sets | #Correct | Control | 29 | 9.17 [8.37, 9.98] | 9.17 [8.18, 10.17] | 0.00 [−0.87, 0.87] | |
| MF | 29 | 9.17 [7.91, 10.43] | 9.86 [9.00, 10.73] | 0.69 [−0.25, 1.63] | |||
| Paper Folding | #Correct | Control | 30 | 4.40 [ 3.46, 5.34] | 4.77 [3.92, 5.61] | 0.37 [−0.56, 1.38] | |
| MF | 29 | 4.37 [3.54, 5.22] | 4.45 [3.50, 5.39] | 0.07 [−0.86, 1.00] | |||
| Ravens | #Correct | Control | 29 | 3.62 [2.69, 4.55] | 3.59 [2.89, 4.29] | −0.03 [−0.72, 0.65] | |
| MF | 30 | 3.60 [2.62, 4.58] | 3.60 [2.78, 4.41] | 0.00 [−0.98, 0.98] | |||
| Reaction Time | RT (ms) | Control | 30 | 396 [378, 413] | 385 [366, 403] | 10 [−3, 23] | |
| MF | 30 | 373 [357, 388] | 361 [345, 378] | 11 [−3, 26] | |||
| Pattern Comparison | #Correct | Control | 30 | 24.40 [21.82, 26.98] | 24.17 [21.45, 26.88] | −0.23 [−3.81, 3.34] | |
| MF | 30 | 26.07 [23.84, 28.30] | 25.37 [23.45, 27.28] | −0.70 [−3.17, 1.76] | |||
| Task Switch | Switch Cost (ms) | Control | 30 | 248 [135, 362] | 237 [177, 297] | 12 [−100, 123] | |
| MF | 30 | 321 [221, 422] | 314 [232, 397] | 7 [−86, 100] | |||
| Trails B (Minus A) | Switch Cost (s) | Control | 29 | 41 [32, 50] | 48 [37, 60] | −7 [−16, 2] | |
| MF | 30 | 50 [41, 59] | 43 [36, 49] | 7 [−2, 16] | |||
| Corsi Block | Span | Control | 29 | 4.50 [4.20, 4.80] | 4.59 [4.29, 4.88] | 0.09 [−0.15, 0.32] | |
| MF | 30 | 4.38 [4.13, 4.64] | 4.90 [4.64, 5.16] | 0.52 [0.29, 0.74] |
P-alues and effect sizes represent the effect of group on posttest performance controlling for pretest performance. Difference scores were computed for all measures such that higher scores represent greater improvement. Effect sizes are reported as partial eta-squared (.
Figure 1Standardized improvement scores (larger scores represent greater improvement) for all cognitive measures as a function of condition. Error bars represent 95% Confidence Intervals.
Figure 2Improvement in game difficulty level as a function of game. Error bars represent 95% Confidence Intervals.