| Literature DB >> 29209202 |
Ping Wang1,2, Xing-Ting Zhu1,2, Zhigang Qi3,4, Silin Huang5, Hui-Jie Li1,2.
Abstract
Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI) study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs) and twenty non-video game players (NVGPs) of 60 years of age or older participated in the present study, and there are no significant differences in age (t = 0.62, p = 0.536), gender ratio (t = 1.29, p = 0.206) and years of education (t = 1.92, p = 0.062) between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.Entities:
Keywords: executive function; fMRI; older non-video game players; older video game players; video game experience
Year: 2017 PMID: 29209202 PMCID: PMC5702357 DOI: 10.3389/fnagi.2017.00382
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Demographic information for participants in each group.
| VGP ( | NVGP ( | |||||
|---|---|---|---|---|---|---|
| Age (years) | 65.00 | 5.97 | 63.75 | 6.66 | 0.62 | 0.536 |
| Gender ratio (female) | 50% | 0.51 | 30% | 0.47 | 1.29 | 0.206 |
| Education (years) | 13.20 | 3.37 | 11.35 | 2.68 | 1.92 | 0.062 |
| MMSE | 28.55 | 1.64 | 28.25 | 1.45 | 0.61 | 0.543 |
| CES-D | 10.95 | 5.39 | 11.25 | 4.05 | −0.20 | 0.843 |
| S-AI | 26.30 | 5.25 | 26.20 | 10.23 | 0.04 | 0.969 |
| T-AI | 28.35 | 6.10 | 29.55 | 10.18 | −0.45 | 0.065 |
| ADL | 8.15 | 0.37 | 8.00 | 0.00 | 1.83 | 0.075 |
| IADL | 12.25 | 0.72 | 12.10 | 0.85 | 0.60 | 0.550 |
| Hobby hours | 317.90 | 221.55 | 86.45 | 117.54 | 4.17 | 0.000*** |
Note: N, sample number; MMSE, Mini-Mental State Examination; CES-D, Center for Epidemiologic Studies Depression scale; S-AI, State-Anxiety Inventory; T-AI, Trait-Anxiety Inventory; ADL, Activities of Daily Living Scale; IADL, Instrumental Activities of Daily Living Scale; Hobby hours, total hours spent on other hobbies except video games. ***.
Figure 1Flow chart of the functional magnetic resonance imaging (fMRI) task paradigm.
Clusters VGPs activated stronger than NVGPs in incongruent-congruent condition.
| Cluster | BA | Voxels | Peak MNI coordinates | Peak | ||
|---|---|---|---|---|---|---|
| L paracentral lobule | 4 | 698 | 0 | −24 | 63 | 4.313 |
| L lingual gyrus | 18 | 610 | −21 | −72 | −12 | 4.622 |
| L supramarginal gyrus | 48 | 589 | −63 | −24 | 33 | 5.004 |
| R dorsolateral prefrontal cortex | 45 | 348 | 36 | 54 | 21 | 4.067 |
| R precuneus | 7 | 328 | 21 | −57 | 36 | 3.641 |
| R angular gyrus | 39 | 182 | 42 | −42 | 30 | 3.926 |
| R inferior temporal gyrus | 37 | 140 | 51 | −51 | −6 | 3.510 |
Note: L, left; R, right; BA, Brodmann area.
Figure 2Increased activation of video game players (VGPs) in comparison with non-video game players (NVGPs) under incongruent-congruent condition.
Figure 3The significant correlations between regions of interests (ROIs) and flanker effect.