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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Main Authors: Soledad eBallesteros, Antonio ePrieto, Julia eMayas, Pilar eToril, Carmen ePita, Laura ePonce de León, José Manuel Reales, John eWaterworth
Format: Article
Language:English
Published: Frontiers Media S.A. 2014-10-01
Series:Frontiers in Aging Neuroscience
Subjects:
Online Access:http://journal.frontiersin.org/Journal/10.3389/fnagi.2014.00277/full
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spelling 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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