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Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning.
Belchior, Patrícia; Yam, Anna; Thomas, Kelsey R; Bavelier, Daphne; Ball, Karlene K; Mann, William C; Marsiske, Michael.
Afiliação
  • Belchior P; 1 School of Physical and Occupational Therapy, McGill University, Montreal, Canada.
  • Yam A; 2 Centre de Recherche de l'Institut Universitaire de Gériatrie de Montréal; Geneva, Switzerland.
  • Thomas KR; 3 Kaiser Permanent Medical Center; Geneva, Switzerland.
  • Bavelier D; 4 VA San Diego Health Care System; Geneva, Switzerland.
  • Ball KK; 5 Neuroscience Center; University of Geneva, Geneva, Switzerland.
  • Mann WC; 6 Department of Psychology, University of Alabama at Birmingham, Birmingham, Alabama.
  • Marsiske M; 7 North Florida/South Georgia VA Medical Center, Center of Innovation on Disability and Rehabilitation Research, Gainesville, Florida.
Games Health J ; 8(2): 129-143, 2019 Apr.
Article em En | MEDLINE | ID: mdl-30273002
OBJECTIVE: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention. MATERIALS AND METHODS: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training. RESULTS: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory. CONCLUSION: Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Atividades Cotidianas / Cognição / Jogos de Vídeo Tipo de estudo: Clinical_trials Limite: Aged / Female / Humans / Male Idioma: En Revista: Games Health J Ano de publicação: 2019 Tipo de documento: Article País de afiliação: Canadá País de publicação: Estados Unidos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Atividades Cotidianas / Cognição / Jogos de Vídeo Tipo de estudo: Clinical_trials Limite: Aged / Female / Humans / Male Idioma: En Revista: Games Health J Ano de publicação: 2019 Tipo de documento: Article País de afiliação: Canadá País de publicação: Estados Unidos