Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomiz...
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doaj-37b0452582ec457a9db8aa4c16cade092020-11-24T23:23:05ZengFrontiers Media S.A.Frontiers in Aging Neuroscience1663-43652014-10-01610.3389/fnagi.2014.0027779253Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trialSoledad eBallesteros0Antonio ePrieto1Julia eMayas2Pilar eToril3Carmen ePita4Laura ePonce de León5Laura ePonce de León6José Manuel Reales7John eWaterworth8Universidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUniversidad Nacional de Educación a DistanciaUmea UniversityAge-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-hr non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. <br/><br/>Trial Registration: ClinicalTrials.gov identifier NCT02007616<br/>http://clinicaltrials.gov/show/NCT02007616<br/>http://journal.frontiersin.org/Journal/10.3389/fnagi.2014.00277/fullAttentionMemory, Long-Termtrainingcognitive agingbrain plasticitywellbeing |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Soledad eBallesteros Antonio ePrieto Julia eMayas Pilar eToril Carmen ePita Laura ePonce de León Laura ePonce de León José Manuel Reales John eWaterworth |
spellingShingle |
Soledad eBallesteros Antonio ePrieto Julia eMayas Pilar eToril Carmen ePita Laura ePonce de León Laura ePonce de León José Manuel Reales John eWaterworth Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial Frontiers in Aging Neuroscience Attention Memory, Long-Term training cognitive aging brain plasticity wellbeing |
author_facet |
Soledad eBallesteros Antonio ePrieto Julia eMayas Pilar eToril Carmen ePita Laura ePonce de León Laura ePonce de León José Manuel Reales John eWaterworth |
author_sort |
Soledad eBallesteros |
title |
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
title_short |
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
title_full |
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
title_fullStr |
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
title_full_unstemmed |
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
title_sort |
brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial |
publisher |
Frontiers Media S.A. |
series |
Frontiers in Aging Neuroscience |
issn |
1663-4365 |
publishDate |
2014-10-01 |
description |
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-hr non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others. <br/><br/>Trial Registration: ClinicalTrials.gov identifier NCT02007616<br/>http://clinicaltrials.gov/show/NCT02007616<br/> |
topic |
Attention Memory, Long-Term training cognitive aging brain plasticity wellbeing |
url |
http://journal.frontiersin.org/Journal/10.3389/fnagi.2014.00277/full |
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