Literature DB >> 30273002

Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning.

Patrícia Belchior1,2, Anna Yam3, Kelsey R Thomas4, Daphne Bavelier5, Karlene K Ball6, William C Mann7, Michael Marsiske8.   

Abstract

OBJECTIVE: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention.
MATERIALS AND METHODS: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.
RESULTS: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.
CONCLUSION: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.

Entities:  

Keywords:  Cognitive training; Older adults; Videogames

Mesh:

Year:  2018        PMID: 30273002      PMCID: PMC6482895          DOI: 10.1089/g4h.2017.0092

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  7 in total

Review 1.  Controlling for Placebo Effects in Computerized Cognitive Training Studies With Healthy Older Adults From 2016-2018: Systematic Review.

Authors:  Alexander Masurovsky
Journal:  JMIR Serious Games       Date:  2020-06-26       Impact factor: 4.143

2.  The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.

Authors:  Chao Yang; Xiaolei Han; Mingxue Jin; Jianhui Xu; Yiren Wang; Yajun Zhang; Chonglong Xu; Yingshi Zhang; Enshi Jin; Chengzhe Piao
Journal:  JMIR Serious Games       Date:  2021-12-30       Impact factor: 4.143

Review 3.  Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Yesol Kim; Soomin Hong; Mona Choi
Journal:  J Med Internet Res       Date:  2022-09-06       Impact factor: 7.076

4.  Efficacy of Corsi Block Tapping Task training for improving visuospatial skills: a non-randomized two-group study.

Authors:  Sydney Y Schaefer; Andrew Hooyman; Nicole K Haikalis; Randy Essikpe; Keith R Lohse; Kevin Duff; Peiyuan Wang
Journal:  Exp Brain Res       Date:  2022-10-13       Impact factor: 2.064

5.  Playing Minecraft Improves Hippocampal-Associated Memory for Details in Middle Aged Adults.

Authors:  Craig E L Stark; Gregory D Clemenson; Ujwal Aluru; Nikki Hatamian; Shauna M Stark
Journal:  Front Sports Act Living       Date:  2021-07-05

6.  Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance.

Authors:  Brad Taylor; Anna Yam; Patricia Belchior; Michael Marsiske
Journal:  Games Health J       Date:  2021-06

Review 7.  A Game a Day Keeps Cognitive Decline Away? A Systematic Review and Meta-Analysis of Commercially-Available Brain Training Programs in Healthy and Cognitively Impaired Older Adults.

Authors:  Lan Nguyen; Karen Murphy; Glenda Andrews
Journal:  Neuropsychol Rev       Date:  2021-07-12       Impact factor: 6.940

  7 in total

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