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1.
PLoS One ; 18(1): e0280131, 2023.
Article in English | MEDLINE | ID: mdl-36608036

ABSTRACT

Attention Deficit Hyperactivity Disorder (ADHD) is a developmental disorder, with an onset in childhood, that accompanies the person throughout their life, with prevalence between 3 and 5% in adults. Recent studies point towards a fourth core symptom of the disorder related to the emotional information processing that would explain the repercussions that ADHD has on the social, academic, and professional life of the people affected. This review aims to describe emotion dysregulation features as well as the brain activity associated in adults with ADHD. A search of the scientific literature was launched in specialized databases: PsycInfo, Medline, Eric, PsycArticle, Psicodoc and Scopus, following PRISMA guidelines. Twenty-two articles met the inclusion criteria: (a) an ADHD clinical diagnosis, (b) participants over 18 years old, (c) emotion regulation measurement, (d) empirical studies, and (c) in English. Due to the heterogeneity of the studies included, they were classified into three sections: measures and features of emotion regulation (ER) in people with ADHD, neurological and psychophysiological activity related to ER, and treatments. The studies found that meet the selection criteria are scarce and very heterogeneous both in aims and in sample features. Adults with ADHD show a more frequent use of non-adaptive emotion regulation strategies compared to people without ADHD symptoms. Moreover, emotion dysregulation was associated with symptom severity, executive functioning, psychiatric comorbidities, and even with criminal conviction. Different patterns of brain activity were observed when people with and without ADHD were compared. These results may suggest that psychopharmacological treatments as well as behavioral therapies could be useful tools for improving emotional difficulties in adult ADHD.


Subject(s)
Attention Deficit Disorder with Hyperactivity , Emotional Regulation , Humans , Adult , Adolescent , Attention Deficit Disorder with Hyperactivity/psychology , Emotions , Executive Function/physiology
2.
Psychol Res ; 86(4): 1297-1309, 2022 Jun.
Article in English | MEDLINE | ID: mdl-34236493

ABSTRACT

Visual working memory has been defined as a system of limited capacity that enables the maintenance and manipulation of visual information. However, some perceptual features like Gestalt grouping could improve visual working memory effectiveness. In two different experiments, we aimed to explore how the presence of elements grouped by color similarity affects the change detection performance of both, grouped and non-grouped items. We combined a change detection task with a retrocue paradigm in which a six item array had to be remembered. An always valid, variable-delay retrocue appeared in some trials during the retention interval, either after 100 ms (iconic-trace period) or 1400 ms (working memory period), signaling the location of the probe. The results indicated that similarity grouping biased the information entered into the visual working memory, improving change detection accuracy only for previously grouped probes, but hindering change detection for non-grouped probes in certain conditions (Exp. 1). However, this bottom-up automatic encoding bias was overridden when participants were explicitly instructed to ignore grouped items as they were irrelevant for the task (Exp. 2).


Subject(s)
Memory, Short-Term , Visual Perception , Bias , Data Collection , Humans , Mental Recall
3.
Trials ; 21(1): 404, 2020 May 14.
Article in English | MEDLINE | ID: mdl-32410715

ABSTRACT

BACKGROUND: Previous research suggests that both cognitive training and physical exercise help to maintain brain health and cognitive functions that decline with age. Some studies indicate that combined interventions may produce larger effects than each intervention alone. The aim of this study is to investigate the effects of combined cognitive and physical training compared to cognitive training and physical training alone on executive control and memory functions in healthy older adults. OBJECTIVES: The main objectives of this four-arm randomized controlled trial (RCT) are: to investigate the synergetic effects of a simultaneous, group-based multidomain training program that combines cognitive video-game training with physical exercise, in comparison to those produced by cognitive training combined with physical control activity, physical training combined with cognitive control activity, or a combination of both control activities; to investigate whether event-related potential latencies of the P2 component are shorter and N2 and P3b components assessed in a memory-based task switching task are enhanced after training; and to find out whether possible enhancements persist after a 3-month period without training. METHODS: In this randomized, single-blind, controlled trial, 144 participants will be randomly assigned to one of the four combinations of cognitive training and physical exercise. The cognitive component will be either video-game training (cognitive intervention, CI) or video games not specifically designed to train cognition (cognitive control, CC). The physical exercise component will either emphasize endurance, strength, and music-movement coordination (exercise intervention, EI) or stretching, toning, and relaxation (exercise control, EC). DISCUSSION: This RCT will investigate the short and long-term effects of multidomain training, compared to cognitive training and physical training alone, on executive control and memory functions in healthy older adults, in comparison with the performance of an active control group. TRIAL REGISTRATION: ClinicalTrials.gov, NCT03823183. Registered on 21 January 2019.


Subject(s)
Aging , Cognitive Behavioral Therapy/methods , Cognitive Dysfunction/therapy , Executive Function , Exercise Therapy/methods , Memory , Aged , Attention , Cognition , Combined Modality Therapy , Exercise , Female , Follow-Up Studies , Humans , Male , Middle Aged , Neuropsychological Tests , Randomized Controlled Trials as Topic , Single-Blind Method , Treatment Outcome , Video Games
4.
Games Health J ; 8(6): 414-422, 2019 Dec.
Article in English | MEDLINE | ID: mdl-31347931

ABSTRACT

Objective: In this intervention study, we investigated the benefits of nonaction videogames on measures of selective attention and visuospatial working memory (WM) in young adults. Materials and Methods: Forty-eight young adults were randomly assigned to the experimental group or to the active control group. The experimental group played 10 nonaction adaptive videogames selected from Lumosity, whereas the active control group played two nonadaptive simulation-strategy games (SimCity and The Sims). Participants in both groups completed 15 training sessions of 30 minutes each. The training was conducted in small groups. All the participants were tested individually before and after training to assess possible transfer effects to selective attention, using a Cross-modal Oddball task, inhibition with the Stroop task, and visuospatial WM enhancements with the Corsi blocks task. Results: Participants improved videogame performance across the training sessions. The results of the transfer tasks show that the two groups benefited similarly from game training. They were less distracted and improved visuospatial WM. Conclusion: Overall, there was no significant interaction between group (group trained with adaptive nonaction videogames and the active control group that played simulation games) and session (pre- and post-assessment). As we did not have a passive nonintervention control group, we cannot conclude that adaptive nonaction videogames had a positive effect, because some external factors might account for the pre- and post-test improvements observed in both groups.


Subject(s)
Attention/physiology , Memory, Short-Term/physiology , Video Games , Adolescent , Adult , Cognition/physiology , Female , Humans , Inhibition, Psychological , Male , Young Adult
5.
Neuropsychologia ; 129: 21-36, 2019 06.
Article in English | MEDLINE | ID: mdl-30879999

ABSTRACT

In two experiments we investigated the behavioral and brain correlates of the interactions between spatial-proximity and texture-similarity grouping principles in touch. We designed two adaptations of the repetition discrimination task (RDT) previously used in vision. This task provides an indirect measure of grouping that does not require explicit attention to the grouping process. In Experiment 1, participants were presented with a row of elements alternating in texture except for one pair in which the same texture was repeated. The participants had to decide whether the repeated texture stimuli (similarity grouping) were smooth or rough, while the spatial proximity between targets and distractors was varied either to facilitate or hinder the response. In Experiment 2, participants indicated which cohort (proximity grouping) contained more elements, while texture-similarity within and between cohorts was modified. The results indicated additive effects of grouping cues in which proximity dominated the perceptual grouping process when the two principles acted together. In addition, the independent component analysis (ICA) performed on electrophysiological data revealed the implication of a widespread network of sensorimotor, prefrontal, parietal and occipital brain areas in both experiments.


Subject(s)
Cerebral Cortex/physiology , Concept Formation/physiology , Touch Perception/physiology , Adult , Cues , Electroencephalography , Female , Humans , Male , Middle Aged , Young Adult
6.
Psychol Res ; 83(8): 1612-1625, 2019 Nov.
Article in English | MEDLINE | ID: mdl-29797044

ABSTRACT

In two experiments, we investigated the interactions between the grouping principles of spatial proximity and texture similarity in touch. For that purpose, we adapted to touch two paradigms widely employed in vision. In Experiment 1, we used an experimental phenomenological task consisting of rating the strength of grouping in both acting alone and conjoined cooperative and competitive conditions. In Experiment 2, participants performed a psychophysical task in which an objective (in)correct response was defined by selectively attending to one grouping cue in different blocks of trials. The results showed that spatial proximity dominated over texture similarity when the two principles were conjoined in competition. In addition, the present results are compatible with an additive model of grouping effects as indicated by the greater grouping effect in the cooperative condition and the smaller grouping effect in the competitive condition relative to a.0cting alone grouping principles. The similarities and differences between vision and touch are discussed.


Subject(s)
Touch Perception/physiology , Touch/physiology , Visual Perception/physiology , Adult , Attention/physiology , Female , Humans , Male , Psychophysics , Young Adult
7.
PLoS One ; 13(7): e0201194, 2018.
Article in English | MEDLINE | ID: mdl-30024961

ABSTRACT

Behavioral and neurophysiological findings in vision suggest that perceptual grouping is not a unitary process and that different grouping principles have different processing requirements and neural correlates. The present study aims to examine whether the same occurs in the haptic modality using two grouping principles widely studied in vision, spatial proximity and texture similarity. We analyzed behavioral responses (accuracy and response times) and conducted an independent component analysis of brain oscillations in alpha and beta bands for haptic stimuli grouped by spatial proximity and texture similarity, using a speeded orientation detection task performed on a novel haptic device (MonHap). Behavioral results showed faster response times for patterns grouped by spatial proximity relative to texture similarity. Independent component clustering analysis revealed the activation of a bilateral network of sensorimotor and parietal areas while performing the task. We conclude that, as occurs in visual perception, grouping the elements of the haptic scene by means of their spatial proximity is faster than forming the same objects by means of texture similarity. In addition, haptic grouping seems to involve the activation of a network of widely distributed bilateral sensorimotor and parietal areas as reflected by the consistent event-related desynchronization found in alpha and beta bands.


Subject(s)
Alpha Rhythm , Beta Rhythm , Brain/physiology , Space Perception/physiology , Touch Perception/physiology , Adult , Electroencephalography , Female , Humans , Male , Middle Aged , Pattern Recognition, Physiological/physiology , Reaction Time , Signal Processing, Computer-Assisted , Young Adult
8.
Article in English | MEDLINE | ID: mdl-28914146

ABSTRACT

We investigated the effect of age and color in a computerized version of the jigsaw-puzzle task. In Experiment 1, young and older adults were presented with puzzles in color and black-and-white line drawings, varying in difficulty from 4 to 9 pieces. Older adults performed the task better with the black-and-white stimuli and younger adults performed better with the color ones. In Experiment 2, new older and young adults identified the same fragmented pictures as fast and accurately as possible. The older group identified the black-and-white stimuli faster than those presented in color, while the younger adults identified both similarly. In Experiment 3A, new older and young groups performed the puzzle task with the same color pictures and their monochrome versions. In Experiment 3B, participants performed a speeded identification task with the two sets. The findings of these experiments showed that older adults have a memory not a perceptual difficulty.


Subject(s)
Cognitive Aging/psychology , Memory, Short-Term , Recognition, Psychology , Visual Perception , Adult , Aged , Aged, 80 and over , Color , Diagnosis, Computer-Assisted , Humans , Middle Aged , Neuropsychological Tests , Photic Stimulation , Young Adult
9.
Front Aging Neurosci ; 9: 354, 2017.
Article in English | MEDLINE | ID: mdl-29163136

ABSTRACT

Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.

10.
JMIR Res Protoc ; 6(1): e8, 2017 Jan 24.
Article in English | MEDLINE | ID: mdl-28119279

ABSTRACT

BACKGROUND: Neuroplasticity-based approaches seem to offer promising ways of maintaining cognitive health in older adults and postponing the onset of cognitive decline symptoms. Although previous research suggests that training can produce transfer effects, this study was designed to overcome some limitations of previous studies by incorporating an active control group and the assessment of training expectations. OBJECTIVE: The main objectives of this study are (1) to evaluate the effects of a randomized computer-based intervention consisting of training older adults with nonaction video games on brain and cognitive functions that decline with age, including attention and spatial working memory, using behavioral measures and electrophysiological recordings (event-related potentials [ERPs]) just after training and after a 6-month no-contact period; (2) to explore whether motivation, engagement, or expectations might account for possible training-related improvements; and (3) to examine whether inflammatory mechanisms assessed with noninvasive measurement of C-reactive protein in saliva impair cognitive training-induced effects. A better understanding of these mechanisms could elucidate pathways that could be targeted in the future by either behavioral or neuropsychological interventions. METHODS: A single-blinded randomized controlled trial with an experimental group and an active control group, pretest, posttest, and 6-month follow-up repeated measures design is used in this study. A total of 75 cognitively healthy older adults were randomly distributed into experimental and active control groups. Participants in the experimental group received 16 1-hour training sessions with cognitive nonaction video games selected from Lumosity, a commercial brain training package. The active control group received the same number of training sessions with The Sims and SimCity, a simulation strategy game. RESULTS: We have recruited participants, have conducted the training protocol and pretest assessments, and are currently conducting posttest evaluations. The study will conclude in the first semester of 2017. Data analysis will take place during 2017. The primary outcome is transfer of benefit from training to attention and working memory functions and the neural mechanisms underlying possible cognitive improvements. CONCLUSIONS: We expect that mental stimulation with video games will improve attention and memory both at the behavioral level and in ERP components promoting brain and mental health and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care. TRIAL REGISTRATION: Clinicaltrials.gov NCT02796508; https://clinicaltrials.gov/ct2/show/NCT02796508 (archived by WebCite at http://www.webcitation.org/6nFeKeFNB).

11.
Memory ; 25(8): 1026-1035, 2017 09.
Article in English | MEDLINE | ID: mdl-27805471

ABSTRACT

Despite the evidence revealing benefits of chronic cardiovascular exercise on executive functions, little research has been conducted on long-term memory. We aimed to investigate the effect of physical exercise on implicit and explicit memory when attention was modulated at encoding in two groups of active and sedentary participants. With this purpose, attention was manipulated in a similar way in the implicit and explicit memory tasks by presenting picture outlines of two familiar objects, one in blue and the other in green, and participants were asked to pay attention only to one of them. Implicit memory was assessed through conceptual priming and explicit memory through a free recall task followed by recognition. The results did not reveal significant differences between groups in conceptual priming or free recall. However, in recognition, while both groups had similar discrimination for attended stimuli, active participants showed lower discrimination between unattended and new stimuli. These results suggested that exercise may have effects on specific cognitive processes, that is, that active participants may suppress non-relevant information better than sedentary participants, making the discrimination between unattended and new items more difficult.


Subject(s)
Attention , Exercise/psychology , Memory, Long-Term , Adult , Discrimination, Psychological , Humans , Mental Recall , Photic Stimulation , Recognition, Psychology , Repetition Priming , Young Adult
12.
Front Hum Neurosci ; 10: 206, 2016.
Article in English | MEDLINE | ID: mdl-27199723

ABSTRACT

In this longitudinal intervention study with experimental and control groups, we investigated the effects of video game training on the visuospatial working memory (WM) and episodic memory of healthy older adults. Participants were 19 volunteer older adults, who received 15 1-h video game training sessions with a series of video games selected from a commercial package (Lumosity), and a control group of 20 healthy older adults. The results showed that the performance of the trainees improved significantly in all the practiced video games. Most importantly, we found significant enhancements after training in the trained group and no change in the control group in two computerized tasks designed to assess visuospatial WM, namely the Corsi blocks task and the Jigsaw puzzle task. The episodic memory and short-term memory of the trainees also improved. Gains in some WM and episodic memory tasks were maintained during a 3-month follow-up period. These results suggest that the aging brain still retains some degree of plasticity, and that video game training might be an effective intervention tool to improve WM and other cognitive functions in older adults.

14.
Front Aging Neurosci ; 7: 45, 2015.
Article in English | MEDLINE | ID: mdl-25926790

ABSTRACT

This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training, but to maintain the benefits periodic boosting sessions would be necessary.

15.
Front Aging Neurosci ; 6: 277, 2014.
Article in English | MEDLINE | ID: mdl-25352805

ABSTRACT

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-h 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.

16.
PLoS One ; 9(3): e92269, 2014.
Article in English | MEDLINE | ID: mdl-24647551

ABSTRACT

UNLABELLED: A major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions. TRIAL REGISTRATION: ClinicalTrials.gov NCT02007616.


Subject(s)
Attention/physiology , Neuronal Plasticity/physiology , Task Performance and Analysis , Video Games/psychology , Adult , Aged , Case-Control Studies , Demography , Female , Humans , Male , Middle Aged
17.
Front Psychol ; 5: 1567, 2014.
Article in English | MEDLINE | ID: mdl-25628588

ABSTRACT

In the present study, we investigated the effects of selective attention at encoding on conceptual object priming (Experiment 1) and old-new recognition memory (Experiment 2) tasks in young and older adults. The procedures of both experiments included encoding and memory test phases separated by a short delay. At encoding, the picture outlines of two familiar objects, one in blue and the other in green, were presented to the left and to the right of fixation. In Experiment 1, participants were instructed to attend to the picture outline of a certain color and to classify the object as natural or artificial. After a short delay, participants performed a natural/artificial speeded conceptual classification task with repeated attended, repeated unattended, and new pictures. In Experiment 2, participants at encoding memorized the attended pictures and classify them as natural or artificial. After the encoding phase, they performed an old-new recognition memory task. Consistent with previous findings with perceptual priming tasks, we found that conceptual object priming, like explicit memory, required attention at encoding. Significant priming was obtained in both age groups, but only for those pictures that were attended at encoding. Although older adults were slower than young adults, both groups showed facilitation for attended pictures. In line with previous studies, young adults had better recognition memory than older adults.

18.
Curr Aging Sci ; 6(2): 189-98, 2013 Jul.
Article in English | MEDLINE | ID: mdl-23688350

ABSTRACT

In this study, the performance of a group of 20 physically active older adults was compared with that of a group of 20 sedentary healthy older adults while performing a series of cognitive tasks. These tasks were designed to assess processes that deteriorate most with age, namely executive control (assessed with the Wisconsin Card Sorting Task) and processing speed (simple and choice reaction time tasks). A repetition priming task that does not decline with age, involving attended and unattended picture outlines at encoding, was also included as a control task. The results show that a physically active lifestyle has a positive influence on executive control, processing speed, and controlled processing. As expected, a physically active lifestyle did not enhance repetition priming for attended stimuli, nor did it produce priming for unattended stimuli at encoding. Both groups exhibited robust priming for attended stimuli and no priming for unattended ones. Executive control functions are of vital importance for independent living in old age. These results have practical implications for enhancing the cognitive processes that decline most in old age. Promoting a physically active lifestyle throughout adulthood could significantly reduce the decline of effortful executive control functions in old age.


Subject(s)
Aging/physiology , Cognition Disorders/prevention & control , Life Style , Motor Activity/physiology , Aged , Cognition Disorders/physiopathology , Cross-Sectional Studies , Executive Function/physiology , Female , Humans , Male , Reaction Time/physiology , Surveys and Questionnaires , Task Performance and Analysis
19.
Psicothema (Oviedo) ; 25(1): 18-24, ene.-mar. 2013. tab, ilus
Article in English | IBECS | ID: ibc-108591

ABSTRACT

Background: In this study, we investigated the effects of normal and pathological (mild cognitive impairment, MCI) aging on several cognitive functions (processing speed, executive control and implicit memory). Method: Twenty young adults, 20 healthy older adults and 20 elders with MCI performed a series of cognitive tasks under controlled conditions. These tasks were simple and choice reaction time, the Wisconsin Card Sorting Test (WCST), and an implicit memory task for attended and unattended objects at encoding. Results: The MCI group showed pronounced declines in processing speed and executive control tasks. Interestingly, young and healthy older participants showed repetition priming for stimuli that were attended at encoding, but the MCI group did not. Conclusions: In this latter group, the lack of repetition priming for attended objects in the implicit memory task resembled that of Alzheimer disease (AD) patients and suggests an early defi cit of selective attention that might be a marker of pathological aging (AU)


Antecedentes: en este estudio investigamos los efectos del envejecimiento sano y patológico (déficit cognitivo leve, DCL) en varias funciones cognitivas (control ejecutivo, velocidad de procesamiento y memoria implícita). Método: veinte adultos jóvenes, 20 mayores sanos y 20 mayores DCL realizaron una serie de tareas cognitivas bajo condiciones controladas. Estas tareas fueron tiempo de reacción simple y de elección, el Test Wisconsin y una tarea de memoria implícita para objetos atendidos y no atendidos durante la codificación. Resultados: el grupo DCL mostró declives pronunciados en las tareas de velocidad de procesamiento y de control ejecutivo. Además, los jóvenes y los mayores sanos mostraron priming para los objetos atendidos durante la codificación estimular, pero no los mayores con DCL. Conclusiones: en este último grupo, la falta de priming de repetición para objetos atendidos en la tarea de memoria implícita fueron similares a los de los enfermos de Alzheimer (EA) y sugieren la existencia de un déficit temprano de la atención selectiva en mayores DCL, lo que podría ser un marcador del envejecimiento patológico (AU)


Subject(s)
Humans , Male , Female , Middle Aged , Aged , Aged, 80 and over , Cognition Disorders/complications , Cognition Disorders/diagnosis , Cognition Disorders/psychology , Aging/physiology , Aging/psychology , Memory/physiology , Alzheimer Disease/complications , Alzheimer Disease/diagnosis , Memory Disorders/complications , Memory Disorders/diagnosis , Memory Disorders/psychology , Alzheimer Disease/physiopathology , Alzheimer Disease/rehabilitation
20.
Psicothema ; 25(1): 18-24, 2013 Feb.
Article in English | MEDLINE | ID: mdl-23336538

ABSTRACT

BACKGROUND: In this study, we investigated the effects of normal and pathological (mild cognitive impairment, MCI) aging on several cognitive functions (processing speed, executive control and implicit memory). METHOD: Twenty young adults, 20 healthy older adults and 20 elders with MCI performed a series of cognitive tasks under controlled conditions. These tasks were simple and choice reaction time, the Wisconsin Card Sorting Test (WCST), and an implicit memory task for attended and unattended objects at encoding. RESULTS: The MCI group showed pronounced declines in processing speed and executive control tasks. Interestingly, young and healthy older participants showed repetition priming for stimuli that were attended at encoding, but the MCI group did not. CONCLUSIONS: In this latter group, the lack of repetition priming for attended objects in the implicit memory task resembled that of Alzheimer disease (AD) patients and suggests an early deficit of selective attention that might be a marker of pathological aging.


Subject(s)
Aging/psychology , Cognition , Cognitive Dysfunction/psychology , Adult , Aged , Aged, 80 and over , Cognition/physiology , Female , Humans , Male , Young Adult
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