The effects of video game training on the cognitive functioning of older adults: A community-based randomized controlled trial

被引:20
作者
Sosa, Giovanni W. [1 ,3 ]
Lagana, Luciana [2 ]
机构
[1] Claremont Grad Univ, Sch Behav & Org Sci, Claremont, CA 91711 USA
[2] Calif State Univ Northridge, Northridge, CA 91330 USA
[3] Crafton Hills Coll, Off Inst Effectiveness Res & Planning, Yucaipa, CA 92399 USA
基金
美国国家卫生研究院;
关键词
Video games; Older adults; Cognitive function; Transferability hypothesis; ADVANCED PROGRESSIVE MATRICES; TIME-COMPRESSED INSTRUCTION; MEMORY ALTERATION TEST; M-AT-T; LEARNERS PERCEPTIONS; PERFORMANCE; EXERCISE; IMPAIRMENT; VALIDITY; PROGRAM;
D O I
10.1016/j.archger.2018.04.012
中图分类号
R592 [老年病学]; C [社会科学总论];
学科分类号
03 ; 0303 ; 100203 ;
摘要
Context: Using video games may enhance older adults' cognitive skills, including executive function, processing speed, and spatial ability. Objective: We examined the impact of video game training on the cognitive functioning of community-dwelling adults aged 65 or older and tested the hypotheses that larger training effects would be uncovered for practiced measures and that the employed time-compressed approach would reveal effects comparable to those reported in prior studies on this approach. Methods: Thirty-five participants from four Senior Centers located in Los Angeles County, California completed the study. Participants were randomly assigned to either an intervention group partaking in 15 h of supervised video game training over five weeks or to a control group completing an assessment battery before and after a five-week period. Results: After statistically controlling for pretest performance and performance on the Memory Alteration Test, we found significant group differences regarding brief syllable count (p = .001, d = 1.28) and arithmetic assessments (p = .003, d = 1.10), as well as marginally significant differences on the Stroop Interference Test (p = .02, d = 0.89). We also found larger effects among practiced outcome variables (d = 0.72) than non-practiced outcome variables (d = 0.03); the effects were comparable to those reported in time-extended inter vention studies (d = 0.35 and 0.36, respectively). Conclusions and implications: Results suggest that playing an easily accessible video game in older age can enhance cognitive functioning, especially in areas directly tied to the video gaming activities.
引用
收藏
页码:20 / 30
页数:11
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