Related Experiment Videos
Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning.
Patrícia Belchior1,2, Anna Yam3, Kelsey R Thomas4
11 School of Physical and Occupational Therapy, McGill University, Montreal, Canada.
Games for Health Journal
|October 2, 2018
Summary
Older adults showed modest cognitive gains in attention and mood from a home-based videogame intervention. While formal cognitive training yielded larger improvements in visual attention and processing speed, videogames offered a more engaging alternative for similar, albeit smaller, benefits.
Area of Science:
- Cognitive Neuroscience
- Gerontology
- Human-Computer Interaction
Background:
- Cognitive decline is a significant concern in older adults.
- Home-based interventions offer accessible solutions for cognitive enhancement.
- Engagement is crucial for adherence and effectiveness in cognitive training programs.
Purpose of the Study:
- To compare the effectiveness of a home-based videogame intervention with formal cognitive training and usual care in older adults.
- To assess gains in cognitive and everyday functioning following different intervention types.
- To evaluate the durability of training effects over time.
Main Methods:
- Randomized controlled trial with three groups: off-the-shelf videogame, computerized cognitive training (PositScience InSight), and usual care.
- Interventions involved 60 one-hour sessions over 3 months.
- Cognitive and everyday functioning were assessed pre-intervention, post-intervention, and at a 3-month follow-up.
Main Results:
- Both videogame and cognitive training groups improved on trained cognitive tasks.
- The cognitive training group showed sustained transfer to untrained visual attention and processing speed measures.
- The videogame group demonstrated delayed benefits in attention and mood, emerging 3 months post-intervention.
Conclusions:
- Cognitive training effects are specific to the targeted functions.
- Videogame interventions can yield modest cognitive and mood benefits in older adults, with higher engagement.
- Home-based videogame training presents a viable, engaging option for cognitive enhancement in older populations.