| Literature DB >> 32530432 |
Bruno Bonnechère1,2, Jean-Christophe Bier3, Olivier Van Hove4, Sally Sheldon5, Sékou Samadoulougou6, Fati Kirakoya-Samadoulougou1, Malgorzata Klass7.
Abstract
BACKGROUND: The decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is currently known about how age influences capacity for performance improvement when playing cognitive mobile games.Entities:
Keywords: aging; brain training; cognitive monitoring; cognitive performance; mobile games; serious games
Year: 2020 PMID: 32530432 PMCID: PMC7320308 DOI: 10.2196/17121
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Screenshots of the 7 cognitive mobile games selected for this study from the Peak App. A) Square Numbers, B) Memory Sweep, C) Word Pair, D) Babble Bot, E) Must Sort, F) Unique, G) Rush Back.
One-way ANOVA and effect size results for each cognitive mobile game.
| Cognitive mobile games | Effect sizea | ||
| Square Number | 15.4 (5, 8994) | <.001 | 0.08 |
| Memory Sweep | 534.6 (5, 8994) | <.001 | 0.23 |
| Word Pair | 14.1 (5, 8994) | <.001 | 0.01 |
| Babble Bot | 30.0 (5, 8994) | <.001 | 0.02 |
| Must Sort | 15.9 (5, 8994) | <.001 | 0.01 |
| Unique | 1.2 (5, 8994) | .29 | N/Ab |
| Rush Back | 239.8 (5, 8994) | <.001 | 0.12 |
asmall effect size was <0.01, medium effect size was >0.01 and <0.06, and large effect size was >0.14
bN/A: not applicable.
Figure 2Time courses of the normalized score through the 100 sessions for the different age groups. Grey bands indicate 95% confidence intervals.
Results of the mixed effect model analysis for the interaction between session and age group for each cognitive mobile game.
| Cognitive mobile game | β3 (95% CI) | ||||
|
| 25-34 years | 35-44 years | 45-54 years | 55-64 years | ≥ 65 years |
| Square Numbers | –84 (–93, –76) | –147 (–155, –139) | –191 (–199, –183) | –231 (–239, –223) | –274 (–281, –266) |
| Memory Sweep | –99 (–104, –94) | –158 (–163, –153) | –207 (–212, –202) | –241 (–245, –237) | –250 (–254, –245) |
| Word Pair | –6 (–12, 1) | –44 (–49, –39) | –84 (–89, –79) | –111 (–116, 107) | –147 (–152, 143) |
| Babble Bots | –47 (–50, –43) | –77 (–81, –73) | –102 (–106, –99) | –117 (–121, –113) | –124 (–128, –120) |
| Must Sort | –68 (–77, –59) | –305 (–314, –297) | –524 (–532, –516) | –683 (–690, –675) | –812 (–819, –804) |
| Unique | –79 (–84, –74) | –191 (–195, –186) | –270 (–275, –265) | –327 (–332, –322) | –392 (–397, –388) |
| Rush Back | –82 (–88, –76) | –280 (–285, –275) | –407 (–412, –401) | –478 (–482, –472) | –510 (–515, –505) |
Figure 3Mean normalized results of the 7 cognitive mobile games for the different age groups. Normalized resultsi= 100 + [(Resultsi-Results1/Results1) × 100]. Grey bands indicate 95% confidence intervals.
Figure 4Linear regression between the duration of the period to perform the 100 sessions and the mean progress in the 7 cognitive mobile games for the different age groups (β = 0.02, SE = 0.06, P=.71).