Ageing
Conditions
Keywords
Healthy aging, Cognitive training, Video-games, Attention, Working memory, Wellbeing
Brief summary
Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold: 1. the evaluation of the effects of a neuroplasticity-based-cognitive randomized computer-based intervention consisting in training with non-action video games on brain and cognitive functions that decline with ageing, including attention and spatial working memory (WM), in older adults using behavioral measures and electrophysiological recordings (event-related potentials -ERPs- and event-related spectral perturbations -ERSPs); 2. the study of the effects of age and 3 months maintenance on the cognitive and neural signatures of transfer effects to attentional and spatial WM tasks; and 3. to investigate the neuroinflammatory mechanisms assessed by non-invasive methods in saliva from participants underlying cognitive training-induced effects. A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.
Interventions
PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory
16 training sessions with The Sims over 8-10 weeks in small groups
Sponsors
Study design
Eligibility
Inclusion criteria
* Mini-Mental State Examination (MMSE) score 26 or greater * Global Deterioration Scale (GDS) score less than 5 * Independent living * Normal or correct to normal vision and hearing
Exclusion criteria
* Diagnosis of dementia * Planned move from study area * Inability to complete study activities * Scores lower than inclusion criteria requirements * Communication problems.
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| STROOP-Negative Priming | Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks | Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks |
| ODDBALL | Change from Baseline oddball task at 15 weeks and 30 weeks | Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks |
| N-BACK | Change from Baseline N-back task at 15 weeks and 30 weeks | Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks |
| CORSI BLOCK | Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks | Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session. | Change from the first training session to the last (16th) training session, up to 12 weeks | Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session. |
| Level of motivation assessed with a questionnaire | Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks. | Maintenance of motivation from the first to the last training sessions |
Countries
Spain