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1.
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
2.
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
3.
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
4.
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.

5.
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).

6.
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.

8.
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.

9.
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.

10.
Psychol Aging ; 29(3): 706-16, 2014 Sep.
Article in English | MEDLINE | ID: mdl-25244488

ABSTRACT

It has been suggested that video game training enhances cognitive functions in young and older adults. However, effects across studies are mixed. We conducted a meta-analysis to examine the hypothesis that training healthy older adults with video games enhances their cognitive functioning. The studies included in the meta-analysis were video game training interventions with pre- and posttraining measures. Twenty experimental studies published between 1986 and 2013, involving 474 trained and 439 healthy older controls, met the inclusion criteria. The results indicate that video game training produces positive effects on several cognitive functions, including reaction time (RT), attention, memory, and global cognition. The heterogeneity test did not show a significant heterogeneity (I(2) = 20.69%) but this did not preclude a further examination of moderator variables. The magnitude of this effect was moderated by methodological and personal factors, including the age of the trainees and the duration of the intervention. The findings suggest that cognitive and neural plasticity is maintained to a certain extent in old age. Training older adults with video games enhances several aspects of cognition and might be a valuable intervention for cognitive enhancement.


Subject(s)
Cognition/physiology , Video Games/psychology , Aged , Aged, 80 and over , Attention/physiology , Case-Control Studies , Humans , Memory/physiology , Middle Aged , Reaction Time/physiology
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