Answers are grounded in this paper and cite their sources.
Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the group trained with non-action video games on the N-back task, but not on the Stroop task whilst both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations. Trial Registration: Clinicaltrials.gov ID: NCT02796508; https://clinicaltrials.gov/ct2/show/NCT02796508 Keywords: selective attention; cognitive training; healthy aging; video games; working memory.
No takes yet. Share an insight, caveat, or question.
Ballesteros et al. (2017) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: