Video Game Training and Reaction Time Skills Among Older Adults

2014 ◽  
Vol 38 (3) ◽  
pp. 220-236 ◽  
Author(s):  
Ilmiye Seçer ◽  
Lata Satyen
2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Peter E. Wais ◽  
Melissa Arioli ◽  
Roger Anguera-Singla ◽  
Adam Gazzaley

AbstractTherapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as a cognitive intervention with the hypothesis that it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks have been used as a means to achieve environmental enrichment via exposure to and learning about novel and complex information. Engagement has been shown to enhance learning and has been linked to the vitality of the LTM system in the brain. In the current study, 48 older adults (mean age 68.7 ± 6.4 years) with average cognitive abilities for their age were randomly assigned to 12 h of computer game play over four weeks in either the Labyrinth-VR or placebo control game arms. Promptly before and after each participant’s treatment regimen, high-fidelity LTM outcome measures were tested to assess mnemonic discrimination and other memory measures. The results showed a post-treatment gain in high-fidelity LTM capability for the Labyrinth-VR arm, relative to placebo, which reached the levels attained by younger adults in another experiment. This novel finding demonstrates generalization of benefits from the VR wayfinding game to important, and untrained, LTM capabilities. These cognitive results are discussed in the light of relevant research for hippocampal-dependent memory functions.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 402-402
Author(s):  
Breanna Crane ◽  
Brittany Drazich ◽  
Kyle Moored ◽  
Michelle Carlson

Abstract Cognitive and physical activity are important to maintaining daily functioning in older adults. While bidirectional associations between cognitive and physical activity magnify with increasing age, elucidating shared benefits has been difficult as few interventions explicitly train on cognition and mobility simultaneously. We conducted focus groups among 14 older adults residing in an independent-living center who participated in an interactive video game study called Bandit the Dolphin, where participants simultaneously incorporated cognitive exercise and physical activity while navigating within a complex spatial environment to help Bandit jump, eat fish, and stun sharks. Using ‘sneaky exercise’ tactics, participants utilized upper extremities in conjunction with slight lower extremity movement to move Bandit within a 3-D oceanic environment. We conducted 3 semi-structured focus groups and analyzed the data using the “Sort and Sift, Think and Shift” method to assess general likes and dislikes as well as the primary motivators, barriers, and reasons for remaining in the study. Participants enjoyed the immersive nature, challenge, and “fun factor” of the game. Primary motivators for joining were generativity/helping others, self-improvement, from peer referrals, and because the study looked interesting. Key barriers reported in the study were exhaustion from standing, learning how to play in 3-D space, and frustration from lack of level advancement. Reasons for retention were due to the game being fun, a sense of duty, and fulfilling commitments. This information will guide ongoing research efforts to design interactive video game interventions that are enjoyable for older adults and maintain high retention rates.


2021 ◽  
pp. 136099
Author(s):  
Hossein Bagheri ◽  
Roya Khanmohammadi ◽  
Gholamreza Olyaei ◽  
Saeed Talebian ◽  
Mohammad Reza Hadian ◽  
...  

2016 ◽  
Vol 6 (5) ◽  
pp. 605-647 ◽  
Author(s):  
Virginia C. Mueller Gathercole ◽  
Enlli Môn Thomas ◽  
Nestor Viñas Guasch ◽  
Ivan Kennedy ◽  
Cynog Prys ◽  
...  

Abstract This study attempts to tease apart a variety of factors that may contribute to performance on executive function tasks. Data from the Simon task is re-examined to determine the contributions of age, SES, language proficiency/vocabulary, general cognitive performance, and bilingualism on performance. The results suggest influence from a variety of factors, with a major contribution from relative age and from language proficiency, as measured by vocabulary. Bilingualism showed some effect in relation to older adults’ accuracy of performance, in both congruent and incongruent conditions, but not to reaction time.


Nature ◽  
2013 ◽  
Vol 501 (7465) ◽  
pp. 97-101 ◽  
Author(s):  
J. A. Anguera ◽  
J. Boccanfuso ◽  
J. L. Rintoul ◽  
O. Al-Hashimi ◽  
F. Faraji ◽  
...  

2014 ◽  
Vol 13 (2) ◽  
Author(s):  
B.H. Soares ◽  
T.E. Bertolini ◽  
A. Pasqualotti

2002 ◽  
Vol 57 (2) ◽  
pp. P101-P115 ◽  
Author(s):  
D. F. Hultsch ◽  
S. W. S. MacDonald ◽  
R. A. Dixon

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