| Literature DB >> 29163136 |
Soledad Ballesteros1,2, Julia Mayas1,2, Antonio Prieto1,2, Eloísa Ruiz-Marquez1,2, Pilar Toril1,2, José M Reales1,3.
Abstract
Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.Entities:
Keywords: Clinicaltrials. gov ID: NCT02796508; cognitive training; healthy aging; https://clinicaltrials.gov/ct2/show/NCT02796508; selective attention; video games; working memory
Year: 2017 PMID: 29163136 PMCID: PMC5671951 DOI: 10.3389/fnagi.2017.00354
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Demographic information for participants in each group.
| Age (Years) | 66.40 (5.64) | 64.52 (4.51) | 1.34 | 0.31 |
| GDS | 2.03 (2.35) | 1.16 (1.49) | 1.60 | 0.11 |
| MMSE | 28.70 (1.29) | 29.00 (0.91) | 0.97 | 0.33 |
| Information (WAIS) | 20.80 (3.53) | 22.12 (2.90) | −1.39 | 0.17 |
| Educational level | 15.9 (4.55) | 17.3 (0.27) | −0.25 | 0.80 |
Mean and Standard deviations (in parentheses). Experimental group age range: 55–84 years; 1 participant 60 years or younger and 2 participants 75 years or older. Active control group age range: 55–76; 3 participants 60 years or younger; 2 participants 75 years or older.
Figure 1Consort flowchart.
Short description of the 10 non-action video games played by the experimental group (selected from Lumosity).
| Working memory | The player has to choose objects and memorize their choice. | |
| Working memory | The player has to predict a ball's path. | |
| Divided attention | The task consists of feeding some fish and remembering those that have already been fed. | |
| Selective attention | The player has to choose the odd-one-out in a group of objects. | |
| Selective attention | A flock of birds appears on the screen and the player has to swipe in the direction the middle bird is facing. | |
| Response inhibition | The player has to compare one word's meaning to another word's color. | |
| Task switching | The player has to match tiles with different shapes, colors or symbols. | |
| Task switching | Leaves appear on the screen and the player has to swipe in the direction they are moving or pointing. | |
| Information processing | The player races a car across the desert avoiding colliding with obstacles. | |
| Speed, information processing | A card appears on the screen and the player must determine whether the card is the same as the previous one. |
Short description of the life simulation games played by the active control group (Electronic Arts, Inc.).
| Life simulation game in which the player is the Mayor of a city that he or she must expand. | |
| Life simulation game in which the player creates characters ( |
Figure 2Average performance scores obtained in each video game across the training sessions in Z scores (mean 0; standard deviation 1).
Performance (Z-Scores) of the 30 participants in the experimental group in the first and last training session on each of the 10 practiced non-action video games.
| Color match | 1.99 | 0.02 |
| Disillusion | 16.2 | 0.00 |
| Ebb and flow | 15.28 | 0.00 |
| Highway hazards | 4.96 | 0.00 |
| Lost in migration | 19.64 | 0.00 |
| Pinball recall | 9.53 | 0.00 |
| Playing koi | 15.62 | 0.00 |
| Speed match | 15.50 | 0.00 |
| Star search | 21.77 | 0.00 |
| Tidal treasures | 3.77 | 0.00 |
Pre and post-training performance on psychological measures for the experimental and active control groups.
| Distraction (ms) + | 26.32 (28.62) | 32.37 (25.33) | 27.33 (25.69) | 19.4 (20.11) | −0.51 [−1.05, 0.03] | |
| Alertness (ms) | 18.55 (23.87) | 25.93 (31.38) | 27.19 (52.8) | 34.80 (52.56) | 0.01 [−0.52, 0.54] | |
| Stroop effect (ms) | 93.93 (42.38) | 92.05 (39.41) | 79.29 (32.31) | 72.94 (29.29) | −0.11 [−0.64, 0.43] | |
| NP effect (ms) | 53.91 (43.00) | 54.74 (46.86) | 49.26 (28.59) | 38.66 (33.05) | −0.25 [−0.79, 0.28] | |
| 2 Serial position | 0.92 (0.11) | 0.97 (0.04) | 0.90 (0.21) | 0.95 (0.05) | 0.00 [−0.53, 0.53] | |
| 3 Serial position | 0.71 (0.16) | 0.76 (0.14) | 0.76 (0.16) | 0.79 (0.14) | −0.13 [−0.66, 0.40] | |
| 4 Serial position | 0.60 (0.23) | 0.67 (0.22) | 0.66 (0.23) | 0.71 (0.23) | −0.09 [−0.62, 0.45] | |
| 5 Serial position | 0.29 (0.23) | 0.40 (0.27) | 0.32 (0.26) | 0.41 (0.24) | −0.08 [−0.61, 0.45] | |
| 6 Serial position | 0.16 (0.18) | 0.27 (0.23) | 0.15 (0.14) | 0.20 (0.15) | −0.30 [−0.82, 0.25] | |
| 1-back (Hits–FA) | 23.93 (4.42) | 26.68 (2.03) | 24.58 (3.47) | 26.37 (2.53) | −0.27 [−0.80, 0.27] | |
| 2-back (Hits–FA) | 19.82 (5.73) | 22.54 (3.18) | 22.54 (3.18) | 21.75 (5.84) | −0.73 [−1.28, −0.73] | |
| 3-back (Hits–FA) | 13.79 (5.43) | 15.70 (6.26) | 15.70 (6.26) | 17.04 (4.85) | −0.10 [−0.63, 0.44] | |
Mean scores of the outcome measures with standard deviations in parentheses. Single asterisk (.
Figure 3Mean performance of trained and active control groups at pre-test and post-test. (A) Mean differences between conditions for distraction (novel—standard) and alertness (silence—standard) in ms. (B) Mean RTs for ignored and control trials in the Stroop task. (C) Mean proportion of correct sequences in the Corsi blocks task. (D) Mean hits—false alarms rates obtained in the n-back task. Error bars represent plus minus 1 standard error.