Literature DB >> 30376364

Cognitive Training Game Versus Action Videogame: Effects on Cognitive Functions in Older Adults.

Alexandra Perrot1,2, Pauline Maillot3, Alan Hartley4.   

Abstract

OBJECTIVE: The purpose of the study was to compare a cognitive training game, Kawashima Brain Training (KBT), and an action videogame, Super Mario Bros (SMB), in their effects on cognitive function in older adults.
MATERIALS AND METHODS: Thirty-six older adults were randomly assigned to the KBT group, the SMB group, or the no-training no-contact control group. All participants completed several cognitive tests [matrix reasoning, Stroop, Trail Making Test, digit symbol substitution test (DSST), Corsi clock, spatial relation, and number comparison]. Then, participants in the game groups were instructed to play the videogame (KBT or SMB) for 1 hour, thrice per week, during 2 months, for a total training time of 24 hours. When the twenty-four 1-hour game sessions were complete, the three groups again completed the cognitive tests.
RESULTS: Analysis of variances on each of the cognitive measures and Tukey's post hoc tests showed that the matrix reasoning change score was significantly greater in both game groups than in the control group. The Stroop test change was significantly greater in the KBT group than in control and SMB groups. The DSST, Corsi block test, spatial relations test, and number comparison test showed significantly greater change in the SMB group than in the control group with KBT intermediate.
CONCLUSION: The scope of benefits of SMB training seems broader than those from the KBT program. The intrinsic characteristics of SMB and KBT games may well be partly responsible for these differences.

Entities:  

Keywords:  Action videogame; Aging; Cognitive functions; Cognitive training game

Mesh:

Year:  2018        PMID: 30376364     DOI: 10.1089/g4h.2018.0010

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


  4 in total

Review 1.  Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review.

Authors:  Yinan Zhao; Hui Feng; Xinyin Wu; Yan Du; Xiufen Yang; Mingyue Hu; Hongting Ning; Lulu Liao; Huijing Chen; Yishan Zhao
Journal:  JMIR Serious Games       Date:  2020-06-30       Impact factor: 4.143

Review 2.  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

3.  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

4.  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
  4 in total

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