Identifier to cite or link to this item: http://hdl.handle.net/20.500.13003/11307
Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial
Identifiers
ISSN: 1932-6203
WOS ID: 000333348500104
Scopus EID: 2-s2.0-84898658950
PMID: 24647551
Embase PUI: L372838835
Share
Statistics
Item usage statisticsMetadata
Show Dublin Core item recordPublication date
2014-03-19Document type
research articleCitation
Mayas J, Parmentier F, Andres P, Ballesteros S. Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial. PLoS One. 2014 Mar 19;9(3):e92269.Abstract
A major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions.
Publisher version
https://dx.doi.org/10.1371/journal.pone.0092269MeSH
Task Performance and AnalysisAged
Male
Case-Control Studies
Neuronal Plasticity
Adult
Female
Video Games
Humans
Demography
Middle Aged
Attention
DeCS
DemografíaAtención
Humanos
Persona de Mediana Edad
Juegos de Video
Anciano
Femenino
Análisis y Desempeño de Tareas
Adulto
Estudios de Casos y Controles
Masculino
Plasticidad Neuronal