| Literature DB >> 35900825 |
Gal Nitsan1,2, Shai Baharav2, Dalith Tal-Shir2, Vered Shakuf3, Boaz M Ben-David2,4,5.
Abstract
BACKGROUND: The number of serious games for cognitive training in aging (SGCTAs) is proliferating in the market and attempting to combat one of the most feared aspects of aging-cognitive decline. However, the efficacy of many SGCTAs is still questionable. Even the measures used to validate SGCTAs are up for debate, with most studies using cognitive measures that gauge improvement in trained tasks, also known as near transfer. This study takes a different approach, testing the efficacy of the SGCTA-Effectivate-in generating tangible far-transfer improvements in a nontrained task-the Eye tracking of Word Identification in Noise Under Memory Increased Load (E-WINDMIL)-which tests speech processing in adverse conditions.Entities:
Keywords: aging; cognitive aging; cognitive games; eye tracking; serious games; speech processing; spoken language processing; visual world paradigm
Year: 2022 PMID: 35900825 PMCID: PMC9400949 DOI: 10.2196/32297
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1An example of the experimental display. The target word in this example, /ar.nav/ (rabbit), is represented in the bottom-left corner. The phonological competitor, /ar.gaz/ (box), is represented in the bottom-right corner. The words /si.ra/ and /max.∫ev/ (boat and computer, respectively) are unrelated distractor.
Demographic characteristics (N=40).
| Characteristics | Training group (n=20) | Control group (n=20) | Group comparison | ||
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| Chi-square ( | ||
| Age (years), mean (SD) | 65.65 (4.848) | 69.041 (3.605) | 2.478 (38) | N/Ab | .02 |
| Gender (women), n (%) | 14 (70) | 13 (65) | N/A | 0.4 (1) | .74 |
| Hearing (across 0.5 kHz, 1 kHz, and 2 kHz), mean (SD) | 16.79 (4.939) | 17.85 (4.913) | 0.672 (37) | N/A | .51 |
| Education (years), mean (SD) | 16.42 (2.244) | 16.18 (2.69) | 0.339 (34) | N/A | .74 |
| Digit span, mean (SD) | 9.9 (1.714) | 9.75 (1.333) | 0.309 (38) | N/A | .76 |
aThe t test was 2-tailed.
bN/A: not applicable.
Figure 2An example of a slide from the Effectivate serious game for cognitive training in aging—the exercise, The Last One Counts, is based on the ‘n-back’ task. In this exercise, the users were presented with a sequence of shapes and asked to decide whether each shape is identical to the one previously presented. Task difficulty changed gradually by updating different parameters, such as exposure latencies. In advanced levels, users were asked to decide whether the current shape is the same as, different from, or partially similar to the previously presented one. This additional level of complexity requires users to segregate the item’s different features (ie, color and shape) to selectively focus on some and inhibit others.
Mean percentage (and SDs) of trials in which the target word was correctly selected and digits were correctly recalleda.
| Participant group and WMb load | First session (%), mean (SD) | Second session (%), mean (SD) | |||
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| Low | 99.4 (2.8) | 98.1 (4.6) | ||
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| High | 91.2 (14.1) | 88.1 (15.4) | ||
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| Low | 98.9 (3.7) | 99.4 (4.6) | ||
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| High | 87.5 (13.4) | 92.6 (10.7) | ||
aLow working memory and high working memory indicate the two preload conditions, 1 digit and 4 digits, respectively.
bWM: working memory.
Figure 3First test session. Mean target discrimination scores (with SE bars) for the training and control groups. Target discrimination scores are the proportion of fixations on the competitor subtracted from the proportion of fixations on the target within 250-millisecond time bins, starting from 250 milliseconds after the word onset to 1500 milliseconds.
Figure 4Second test session. Mean target discrimination scores (with SE bars) for the training and control groups. Target discrimination scores are the proportion of fixations on the competitor subtracted from the proportion of fixations on the target within 250-millisecond time bins, starting from 250 milliseconds after the word onset to 1500 milliseconds. *Significant effect.