Ballesteros Soledad, Mayas Julia, Prieto Antonio, Ruiz-Marquez Eloísa, Toril Pilar, Reales José M
Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.
Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain.
Front Aging Neurosci. 2017 Nov 1;9:354. doi: 10.3389/fnagi.2017.00354. eCollection 2017.
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 , 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 -back task, but not for the Stroop task while 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.
针对老年人的电子游戏训练可能会增强随年龄增长而衰退的认知方面,因此可能提供一种有前景的训练方法。尽管先前发表的研究表明训练可以产生迁移效果,但其中许多研究存在一定缺陷。这项随机对照试验(RCT;Clinicaltrials.gov标识符:NCT02796508)试图通过纳入一个积极对照组以及对动机和期望的评估来克服其中一些局限性。75名老年志愿者被随机分配到实验组,使用来自商业平台(http://www.lumosity.com/)的非动作类电子游戏进行16节训练课程,或者分配到积极对照组,使用模拟策略游戏进行相同节数的训练。最终样本包括55名老年人(实验组30名,积极对照组25名)。参与者在训练前后分别接受测试,以评估工作记忆(WM)和选择性注意力,并且还报告了他们感知到的改善情况、动机和参与度。结果显示在整个训练过程中表现有所改善。主要结果如下:(1)实验组在选择性注意力和工作记忆测量方面的改善并不比积极对照组更大(在oddball任务中情况相反);(2)观察到 -back任务有微弱的训练效果,但Stroop任务没有,而两组在Corsi方块任务中都有改善。基于这些结果,可以得出结论,使用非动作类游戏进行训练对未训练任务有一定益处。这种效果并非该类训练所特有,因为在策略类电子游戏中也观察到了类似效果。两组在动机、参与度或期望方面没有差异。