Computer-Based, Personalized Cognitive Training versus Classical Computer Games: A Randomized Double-Blind Prospective Trial of Cognitive Stimulation

被引:141
作者
Peretz, Chava [2 ]
Korczyn, Amos D. [3 ]
Shatil, Evelyn [5 ,6 ,7 ]
Aharonson, Vered [4 ,9 ]
Birnboim, Smadar [8 ]
Giladi, Nir [1 ]
机构
[1] Tel Aviv Univ, Tel Aviv Sourasky Med Ctr, Dept Neurol, Sackler Fac Med, IL-64239 Tel Aviv, Israel
[2] Tel Aviv Univ, Sackler Fac Med, Dept Epidemiol, IL-64239 Tel Aviv, Israel
[3] Tel Aviv Univ, Sieratzki Chair Neurol, IL-64239 Tel Aviv, Israel
[4] Tel Aviv Acad Coll Engn, Tel Aviv, Israel
[5] Max Stern Acad Coll, Dept Psychol, Emek Yezreel, Turkey
[6] Max Stern Acad Coll, Ctr Psychobiol Res, Emek Yezreel, Turkey
[7] CogniFit Ltd, Yoqneam, Israel
[8] Ono Acad Coll, Kiryat Ono, Israel
[9] NexSig Ltd, Tel Aviv, Israel
关键词
Brain plasticity; Cognitive enhancement; Cognitive training; Older adults; OLDER-ADULTS; IMPAIRMENT; PLASTICITY; MEMORY; INTERVENTIONS; PROGRAMS; SPEED; TASK; LIFE;
D O I
10.1159/000323950
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
Background: Many studies have suggested that cognitive training can result in cognitive gains in healthy older adults. We investigated whether personalized computerized cognitive training provides greater benefits than those obtained by playing conventional computer games. Methods: This was a randomized double-blind interventional study. Self-referred healthy older adults (n = 155,68 +/- 7 years old) were assigned to either a personalized computerized cognitive training or to a computer games group. Cognitive performance was assessed at baseline and after 3 months by a neuropsychological assessment battery. Differences in cognitive performance scores between and within groups were evaluated using mixed effects models in 2 approaches: adherence only (AO; n = 121) and intention to treat (ITT; n = 155). Results: Both groups improved in cognitive performance. The improvement in the personalized cognitive training group was significant (p < 0.03 AO and ITT approaches) in all 8 cognitive domains. However, in the computer games group it was significant (p < 0.05) in only 4 (AO) or 6 domains (ITT). In the AO analysis, personalized cognitive training was significantly more effective than playing games in improving visuospatial working memory (p = 0.0001), visuospatial learning (p = 0.0012) and focused attention (p = 0.0019). Conclusions:Personalized, computerized cognitive training appears to be more effective than computer games in improving cognitive performance in healthy older adults. Further studies are needed to evaluate the ecological validity of these findings. Copyright (C) 2011 S. Karger AG, Basel
引用
收藏
页码:91 / 99
页数:9
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