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In the present study, we examined three experimental cognitive interventions, two targeted at training general cognitive abilities and one targeted at training specific instrumental activities of daily living (IADL) abilities, along with one active control group to compare benefits of these interventions beyond expectation effects, in a group of older adults (N = 230). Those engaged in general training did so with either the web-based brain game suite BrainHQ or the strategy video game Rise of Nations, while those trained on IADL skills completed instructional programs on driving and fraud awareness. Active control participants completed sets of puzzles. Comparing baseline and postintervention data across conditions, none of the preregistered primary outcome measures demonstrated a significant interaction between session and intervention condition, indicating no differential benefits. Analysis of expectation effects showed differences between intervention groups consistent with the type of training. Those in the IADL training condition did demonstrate superior knowledge for specific trained information (driving and finances). Twelve months after training, significant interactions between session and intervention were present in the primary measure of fraud detection, as well as the secondary measures of the letter sets task and Rey's Auditory Verbal Learning Test. However, the specific source of these interactions was difficult to discern. At 1-year follow-up those in the IADL condition did not maintain superior knowledge of driving and finances gained through training, as was present immediately postintervention. Hence, the interventions, when compared to an active control condition, failed to show general or specific transfer in a meaningful or consistent way. (PsycInfo Database Record (c) 2022 APA, all rights reserved).
Assuntos
Transtornos Cognitivos , Jogos de Vídeo , Atividades Cotidianas/psicologia , Idoso , Envelhecimento , Cognição , HumanosRESUMO
Age-related perceptual and cognitive declines are associated with difficulties performing everyday tasks required to remain independent. Encouraging improvements in cognitive abilities have been shown for various short-term interventions but there is little evidence for direct impact on independence. This project compares the effect of broad and directed (narrow) technology-based training on basic perceptual and cognitive abilities in older adults and on the performance of simulated tasks of daily living including driving and fraud avoidance. Participants (Nâ¯=â¯230, Mean ageâ¯=â¯72) were randomly assigned to one of four training conditions: broad training using either (1) a web-based brain game suite, Brain HQ, or (2) a strategy video game, Rise of Nations, or to directed training for (3) Instrumental Activities of Daily Living (IADL) training using web-based programs for both driving and fraud avoidance training, or (4) to an active control condition of puzzle solving. Training took approximately 15-20â¯h for each intervention condition across four weeks. Before training began, participants received baseline ability tests of perception, attention, memory, cognition, and IADL, including a driving simulator test for hazard perception, and a financial fraud recognition test. They were tested again on these measures following training completion (post-test). A one-year follow-up from training completion is also scheduled. The baseline results support that randomization was successful across the intervention conditions. We discuss challenges and potential solutions for using technology-based interventions with older adults. We also discuss how the current trial addressed methodological limitations of previous intervention studies. TRIAL REGISTRATION NUMBER: NCT03141281.
Assuntos
Atividades Cotidianas , Condução de Veículo , Cognição , Terapia Ocupacional/métodos , Jogos de Vídeo , Idoso , Idoso de 80 Anos ou mais , Envelhecimento , Atenção , Feminino , Humanos , Internet , Masculino , Memória , Resolução de Problemas , Projetos de Pesquisa , Fatores SocioeconômicosRESUMO
Enhancing cognitive function through mentally challenging exercises ("brain training") or non-invasive brain stimulation (NIBS) is an enticing yet controversial prospect. Although use of these methods is increasing rapidly, their effectiveness remains questionable. Notably, cognitive enhancement studies have typically failed to consider participants' expectations. However, high expectations could easily make brain-training approaches appear more effective than they actually are. We addressed this major gap in the literature by assessing the perceived effectiveness of brain training and NIBS in a series of surveys. Our results suggest that people are optimistic about the possibilities of cognitive enhancement, particularly through brain training. Moreover, reading a brief message implying high or low effectiveness of such methods can raise or lower expectations, respectively, suggesting that perceptions of brain training are malleable - at least in the short term. Measuring expectations in brain training and NIBS is important to determining whether these cognitive enhancement methods truly are effective.
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Placing one's hands near an object has been reported to enhance visual processing in a number of ways. We explored whether hand proximity confers an advantage when applied to complex visual search. In one experiment, participants indicated the presence or absence of a target item in a baggage x-ray image by pressing response boxes located at the edge of a tablet computer screen, requiring them to grip the display between their hands. Alternatively, they responded using a mouse held within their lap. Contrary to expectations, hand position did not influence search performance. In a second experiment, participants used their finger to trace along the x-ray image while searching. In addition to any effect of hand proximity it was predicted that this strategy would encourage a more systematic search strategy. Participants inspected bags longer using this strategy, but this did not translate into improved target detection. A third experiment attempted to replicate the near-hands advantage in a change detection paradigm featuring simple stimuli (Tseng and Bridgeman, Experimental Brain Research 209:257-269, 2011), and the same equipment and hand positions as Experiment 1, but was unable to do so. One possibility is that the grip posture associated with holding a tablet is not conducive to producing a near-hands advantage. A final experiment tested this hypothesis with a direct replication of Tseng and Bridgeman, in which participants responded to stimuli presented on a CRT monitor using keys attached to the side of the monitor. Still, no near-hands advantage was observed. Our results suggest that the near-hands advantage may be sensitive to small differences in procedure, a finding that has important implications for harnessing the near-hands advantage to produce better performance in applied contexts.
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BACKGROUND AND OBJECTIVE: As part of the PRISM (Personal Reminder Information & Social Management) randomized field trial, a large group of older adults (N = 150) received a computer system in their home that presented them with the opportunity to play eleven different video games. While researchers have often assessed older adults' gaming preferences and habits through survey data and focus groups, this trial represented a unique opportunity to study gaming behavior "in the wild" over an entire year. RESEARCH DESIGN AND METHODS: We present an exploration of game usage data, individual differences in game preferences and gaming habits, and individual difference predictors of game use. RESULTS: Although few individual difference variables consistently predicted game use and preferences, there were clear favorites among the different games, and results demonstrate that given the opportunity and training many older adults may become active and long-term gamers. DISCUSSION AND IMPLICATIONS: Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.
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Dijksterhuis and van Knippenberg (1998) reported that participants primed with a category associated with intelligence ("professor") subsequently performed 13% better on a trivia test than participants primed with a category associated with a lack of intelligence ("soccer hooligans"). In two unpublished replications of this study designed to verify the appropriate testing procedures, Dijksterhuis, van Knippenberg, and Holland observed a smaller difference between conditions (2%-3%) as well as a gender difference: Men showed the effect (9.3% and 7.6%), but women did not (0.3% and -0.3%). The procedure used in those replications served as the basis for this multilab Registered Replication Report. A total of 40 laboratories collected data for this project, and 23 of these laboratories met all inclusion criteria. Here we report the meta-analytic results for those 23 direct replications (total N = 4,493), which tested whether performance on a 30-item general-knowledge trivia task differed between these two priming conditions (results of supplementary analyses of the data from all 40 labs, N = 6,454, are also reported). We observed no overall difference in trivia performance between participants primed with the "professor" category and those primed with the "hooligan" category (0.14%) and no moderation by gender.