Video game training enhances functional capacity in older adults

2014 ◽  
Vol 13 (2) ◽  
Author(s):  
B.H. Soares ◽  
T.E. Bertolini ◽  
A. Pasqualotti
2020 ◽  
Author(s):  
Samina Rahman ◽  
Victoria Kordovski ◽  
Savanna Tierney ◽  
Steven Paul Woods

Objective: Online banking is becoming increasingly common among older adults, whomay experience difficulties effectively navigating this instrumental technology. Thisstudy examined age effects on a performance-based Internet banking task and itsassociation with neurocognitive ability and functional capacity in older and youngeradults. Method: Thirty-five older adults and 50 younger adults completed anexperimenter-controlled online banking measure in which they independentlyperformed a series of naturalistic financial tasks (e.g., account transfers, bill paying).Participants also completed a standardized battery of neuropsychological tests andmeasures of functional capacity. Results: Older adults were markedly slower and lessaccurate in completing the Internet-based banking task, which was not confounded byother demographic, mood, or computer use factors. Higher scores on measures ofneurocognition and financial functional capacity were both strongly associated withhigher Internet-based banking task accuracy scores and quicker completion times inthe older, but not the younger adults. Conclusions: Findings suggest that older adultsexperience difficultly quickly and accurately navigating online banking platforms, whichmay be partly related to age-related declines in neurocognitive functions and basicfinancial capacity. Future studies might examine whether neurocognitive approaches toremediation and compensation can be used to improve online banking capacity inolder adults.


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.


Author(s):  
Ryan Van Patten ◽  
Zanjbeel Mahmood ◽  
Tanya T. Nguyen ◽  
Jacqueline E. Maye ◽  
Ho-Cheol Kim ◽  
...  

Abstract Objective: The current cross-sectional study examined cognition and performance-based functional abilities in a continuing care senior housing community (CCSHC) that is comparable to other CCSHCs in the US with respect to residents’ demographic characteristics. Method: Participants were 110 older adult residents of the independent living unit. We assessed sociodemographics, mental health, neurocognitive functioning, and functional capacity. Results: Compared to normative samples, participants performed at or above expectations in terms of premorbid functioning, attention span and working memory, processing speed, timed set-shifting, inhibitory control, and confrontation naming. They performed below expectation in verbal fluency and verbal and visual learning and memory, with impairment rates [31.4% (>1 SD below the mean) and 18.49% (>1.5 SD below the mean)] well above the general population (16% and 7%, respectively). Within the cognitive test battery, two tests of delayed memory were most predictive of a global deficit score. Most cognitive test scores correlated with performance-based functional capacity. Conclusions: Overall, results suggest that a subset of older adults in the independent living sector of CCSHCs are cognitively and functionally impaired and are at risk for future dementia. Results also argue for the inclusion of memory tests in abbreviated screening batteries in this population. We suggest that CCSHCs implement regular cognitive screening procedures to identify and triage those older adults who could benefit from interventions and, potentially, a transition to a higher level of care.


2018 ◽  
Vol 71 (5) ◽  
pp. 2589-2593 ◽  
Author(s):  
Rafael Bernardes ◽  
Cristina Lavareda Baixinho

ABSTRACT Objectives: To analyze and reflect on the potential applicability of the contribution of the physical resilience conceptual model of Whitson et al. in the care for older adults. Method: The present article of reflection was structured based on the consultation of articles and definition of inherent concepts, with analysis and reason of the potentialities of its application in geriatric nursing care. Results: Physical resilience is influenced by diverse stimuli. The identification of stressors and early intervention enable the delay of the functional capacity decline. In practice, the planning of interventions that depend on the innate capacity of older adults is of utmost importance. Conclusion: The trajectory outlined over a debilitating event is relevant to understand the factors that contribute to the development of frailty or pre-frailty conditions. This knowledge allows nurses to adjust their practice and contribute to the effectiveness of interventions and a better prevention of the frailty syndrome.


2007 ◽  
Vol 64 (11) ◽  
pp. 2311-2323 ◽  
Author(s):  
Naoki Kondo ◽  
Junko Minai ◽  
Hisashi Imai ◽  
Zentaro Yamagata

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

2011 ◽  
Vol 59 (11) ◽  
pp. 1993-2000 ◽  
Author(s):  
Megumi Tsubota-Utsugi ◽  
Rie Ito-Sato ◽  
Takayoshi Ohkubo ◽  
Masahiro Kikuya ◽  
Kei Asayama ◽  
...  

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