TRAINING WITH VIDEO GAMES: EFFECTS ON COGNITIVE AND NEURAL MEASURES OF ATTENTION AND MEMORY
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ABSTRACT: Abstract A major goal of aging research is to find out methods that help to maintaining cognitive and brain health in older adults. Cognitive training with non-action video games seems promising to maintaining and/or improving some cognitive functions. Previous longitudinal studies from our laboratory with trained and passive control participants suggest that the aging brain retains some plasticity and that non-action video training might be an effective intervention tool to improve some cognitive abilities, including processing speed, attention and memory. The current randomized controlled (RCT) study (ClinicalTrials.gov ID: NCT02796508) was designed to overcome some limitations of previous training studies by including an active control group and training expectancy and engagement evaluations. The objectives of this RCT were: (1) to investigate the behavioural and neural effects of training in tasks designed to assess attentional and working memory functions; and (2) to examine the durability of the possible transfer effects after 6 month non-contact period. Seventy-five older adults completed 16 forty-min training sessions over 10–12 weeks. Thirty participants (experimental group) played 10 selected games from Lumosity and 25 (active control group) played The Sims. Behavioral results showed that after training, both groups improved performance in visual n-back and spatial Corsi blocks working memory tasks and were less distracted in a cross-modal oddball task. In summary, these findings suggest certain behavioural improvements after training in both groups. Further analyses of the electrophysiological recordings will unveil possible changes in brain activity associated with changes in task performance after training.
SUBMITTER: Ballesteros S
PROVIDER: S-EPMC6184811 | biostudies-literature | 2017 Jun
REPOSITORIES: biostudies-literature
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