Brain training games help older adults perform essential tasks, study finds

BMJ ◽  
2015 ◽  
pp. h5919
Author(s):  
Anne Gulland
Keyword(s):  
Nutrients ◽  
2021 ◽  
Vol 13 (2) ◽  
pp. 352
Author(s):  
Rui Nouchi ◽  
Qingqiang Hu ◽  
Toshiki Saito ◽  
Natasha Yuriko dos Santos Kawata ◽  
Haruka Nouchi ◽  
...  

Background: Earlier studies have demonstrated that a single-domain intervention, such as a brain-training (BT) game alone and a sulforaphane (SFN) intake, positively affects cognition. This study examined whether a combined BT and SFN intake intervention has beneficial effects on cognitive function in older adults. Methods: In a 12-week double-blinded randomized control trial, 144 older adults were randomly assigned to one of four groups: BT with SFN (BT-S), BT with placebo (BT-P), active control game (AT) with SFN (AT-S), and active control game with placebo (AT-P). We used Brain Age in BT and Tetris in AT. Participants were asked to play BT or AT for 15 min a day for 12 weeks while taking a supplement (SFN or placebo). We measured several cognitive functions before and after the intervention period. Results: The BT (BT-S and BT-P) groups showed more improvement in processing speed than the active control groups (AT-S and AT-P). The SFN intake (BT-S and AT-S) groups recorded significant improvements in processing speed and working memory performance unlike the placebo intake groups (BT-P and AT-P). However, we did not find any evidence of the combined intervention’s beneficial effects on cognition. Discussion: We discussed a mechanism to improve cognitive functions in the BT and SFN alone interventions.


2021 ◽  
Vol 15 (9) ◽  
pp. 2272-2275
Author(s):  
Hafsah Arshad ◽  
Kinza Anwar ◽  
Hafsah Gul Khattak ◽  
Imran Amjad ◽  
Yaser Majeed

Aim: To determine effects of Kinect- based games on neurocognitive functions in older adults with mild cognitive impairment. Methodology: A quasi experimental pre-post trail was conducted on 18 mild cognitive impairment (MCI) older adults. The subjects were recruited to access cognitive impairment through purposive sampling technique. The inclusion criteria were elderly aged ≥ 50 years, both genders, able to read and write, whereas older adults with severe cognitive impairments, neurological disorders and un controlled comorbidities were excluded. Brain training was provided for 30 minutes with 5-minute warm-up time and 5-minute cool-down time for 6 weeks. Blind assessor measured readings at baseline and after six weeks. The outcome measures were Mini-Mental State Examination (MMSE), Montreal Cognitive Assessment (MOCA), Trail making test A & B and verbal fluency test (Semantic &Phonemic). The data was analyzed at baseline and after six weeks of intervention Results: Significant improvements were observed in post-test measurements (p <0.05) in MMSE, MoCA, TMT A & B and verbal fluency (Semantic &Phonemic) tests after 6 weeks of treatment. Conclusion: Kinect-based virtual reality games are beneficial in improving cognitive abilities of older adults with mild cognitive impairment. Keywords: Cognitive training, Mild cognitive impairment, Montreal Cognitive Assessment


2021 ◽  
pp. 140-148
Author(s):  
Chiyin Zheng ◽  
Jingwen Miao ◽  
Pengyun Wang ◽  
Wendong Xiao ◽  
Juan Li

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Bruno Bonnechère ◽  
Malgorzata Klass ◽  
Christelle Langley ◽  
Barbara Jacquelyn Sahakian

AbstractManaging age-related decrease of cognitive function is an important public health challenge, especially in the context of the global aging of the population. Over the last years several Cognitive Mobile Games (CMG) have been developed to train and challenge the brain. However, currently the level of evidence supporting the benefits of using CMG in real-life use is limited in older adults, especially at a late age. In this study we analyzed game scores and the processing speed obtained over the course of 100 sessions in 12,000 subjects aged 60 to over 80 years. Users who trained with the games improved regardless of age in terms of scores and processing speed throughout the 100 sessions, suggesting that old and very old adults can improve their cognitive performance using CMG in real-life use.


2016 ◽  
Vol 40 (4) ◽  
pp. 320-338
Author(s):  
Sheena M. Horning ◽  
Stephanie Young ◽  
Janelle W. Myhre ◽  
Sheryl Osato ◽  
Stacy Schantz Wilkins

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