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1.
J Cogn Enhanc ; 4(3): 274-284, 2020 Sep.
Article in English | MEDLINE | ID: mdl-33283142

ABSTRACT

OBJECTIVES: Identify mechanisms associated with video-game-related gains in cognitive functioning. METHOD: Seventy-nine older adults (Mean age = 72.72, SD = 7.16) participated in a pretest-posttest intervention study. A video game that required four cognitive abilities was developed. The game had two modes: (1) variable priority training (VPT) and (2) single priority training (SPT). After a pretest session, participants completed a battery of cognitive tasks and 'were randomly assigned to either the VPT (n = 42) or the SPT mode (n = 37) for an average of 15.94 (SD = 2.15) one-hour game play sessions. Post-testing was administrated within one week after completion of training. RESULTS: Time (pretest/posttest) by game mode (VPT/SPT) interactions were examined using Multivariate Repeated Measure ANOVAs. No significant multivariate training effects were observed. DISCUSSION: Results suggest that VPT may not be the underlying mechanism responsible for video-game-related gains in cognition. Our results also cast doubts on whether playing video games could lead to cognitive enhancements in older adults.

2.
N C Med J ; 72(6): 481-3, 2011.
Article in English | MEDLINE | ID: mdl-22523861

ABSTRACT

Agriculture is a dangerous profession with an aging population, combining age-related changes in physical and cognitive abilities with complex tasks performed under hazardous conditions. There are three general approaches to reducing injuries: designing for safety, providing positive reinforcement in prevention programs, and making safety a family affair.


Subject(s)
Aging , Agriculture , Occupational Injuries/prevention & control , Safety Management/methods , Accidents, Occupational/prevention & control , Aged , Aging/physiology , Attitude to Health , Equipment Design , Ergonomics/methods , Humans , Middle Aged , North Carolina
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