Literature DB >> 30554255

Playing Super Mario increases oculomotor inhibition and frontal eye field grey matter in older adults.

Moussa Diarra1, Benjamin Rich Zendel2,3,4, Jessica Benady-Chorney1, Caroll-Ann Blanchette1, Franco Lepore1, Isabelle Peretz1,3, Sylvie Belleville1,2, Greg L West5,6.   

Abstract

Aging is associated with cognitive decline and decreased capacity to inhibit distracting information. Video game training holds promise to increase inhibitory mechanisms in older adults. In the current study, we tested the impact of 3D-platform video game training on performance in an antisaccade task and on related changes in grey matter within the frontal eye fields (FEFs) of older adults. An experimental group (VID group) engaged in 3D-platform video game training over a period of 6 months, while an active control group was trained on piano lessons (MUS group), and a no-contact control group did not participate in any intervention (CON group). Increased performance in oculomotor inhibition, as measured by the antisaccade task, and increased grey matter in the right FEF was observed uniquely in the VID group. These results demonstrate that 3D-platform video game training can improve inhibitory control known to decline with age.

Entities:  

Keywords:  Ageing; Antisaccade; Attention; Cognitive training; Frontal eye fields; Video game

Mesh:

Year:  2018        PMID: 30554255     DOI: 10.1007/s00221-018-5453-6

Source DB:  PubMed          Journal:  Exp Brain Res        ISSN: 0014-4819            Impact factor:   1.972


  6 in total

1.  Difference in gaze control ability between low and high skill players of a real-time strategy game in esports.

Authors:  Inhyeok Jeong; Kento Nakagawa; Rieko Osu; Kazuyuki Kanosue
Journal:  PLoS One       Date:  2022-03-18       Impact factor: 3.240

2.  Effects and Moderators of Computer-Based Training on Children's Executive Functions: A Systematic Review and Meta-Analysis.

Authors:  Yifei Cao; Ting Huang; Jipeng Huang; Xiaochun Xie; Yuan Wang
Journal:  Front Psychol       Date:  2020-11-26

Review 3.  Neuroanatomical predictors of complex skill acquisition during video game training.

Authors:  Anna Kovbasiuk; Paulina Lewandowska; Aneta Brzezicka; Natalia Kowalczyk-Grębska
Journal:  Front Neurosci       Date:  2022-07-22       Impact factor: 5.152

4.  Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.

Authors:  Boyu Qiu; Yanrong Chen; Xu He; Ting Liu; Sixian Wang; Wei Zhang
Journal:  Int J Environ Res Public Health       Date:  2021-06-26       Impact factor: 3.390

Review 5.  Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature
.

Authors:  Simone Kühn; Jürgen Gallinat; Anna Mascherek
Journal:  Dialogues Clin Neurosci       Date:  2019-09       Impact factor: 5.986

6.  Changes in Brain Volume Resulting from Cognitive Intervention by Means of the Feuerstein Instrumental Enrichment Program in Older Adults with Mild Cognitive Impairment (MCI): A Pilot Study.

Authors:  Tzvi Dwolatzky; Refael S Feuerstein; David Manor; Shlomit Cohen; Haim Devisheim; Michael Inspector; Ayelet Eran; David Tzuriel
Journal:  Brain Sci       Date:  2021-12-11
  6 in total

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