Smith Evan T, Nashiro Kaoru, O'Connell Margaret, Chen Xi, Basak Chandramallika
The University of Texas at Dallas, United States.
The University of Southern California, United States.
Aging Brain. 2024 Nov 23;6:100131. doi: 10.1016/j.nbas.2024.100131. eCollection 2024.
Video game based and other computerized cognitive interventions are generally efficacious in bolstering cognition in adults over the age of 60, though specific efficacy varies widely by intervention methodology. Furthermore, there is reason to suspect that the process of learning complex tasks like video games is a major factor underpinning training-related transfer to cognition. The current study examined the neurocognitive predictors of learning of video games, and how those predictors may differentially relate to games of different genres. Learning rates from two different types of games, one action and another strategy, were calculated for 32 older adults (mean age = 66.29 years, 65 % Female). An extensive cognitive battery as well as structural measures of regional gray matter volumes were examined to identify the cognitive and the brain structure contributors to the learning rates for each type of game. A broad leftlateralized gray matter volume construct, as well as cognitive constructs of processing speed, episodic memory and reasoning, were found to significantly predict learning of the Strategy game, but not the Action game. Additionally, this gray matter construct was found to entirely mediate the relationships between the Strategy game learning and cognition, esp. episodic memory and reasoning. The contributions of age-sensitive cognitive skills as well as related brain volumes of lateral fronto-parietal regions to Strategy video games implicate the examined game as a potential game training tool in normal aging.
基于电子游戏及其他计算机化的认知干预措施通常在提升60岁以上成年人的认知能力方面有效,不过具体效果会因干预方法的不同而有很大差异。此外,有理由怀疑,学习像电子游戏这样的复杂任务的过程是与训练相关的认知迁移的一个主要因素。当前的研究考察了电子游戏学习的神经认知预测因素,以及这些预测因素与不同类型游戏之间的差异关系。为32名老年人(平均年龄 = 66.29岁,65%为女性)计算了两种不同类型游戏(一种是动作类,另一种是策略类)的学习率。研究人员考察了一系列广泛的认知测试以及区域灰质体积的结构测量,以确定每种类型游戏学习率的认知和脑结构影响因素。研究发现,一个广泛的左侧化灰质体积指标,以及处理速度、情景记忆和推理等认知指标,能显著预测策略类游戏的学习,但不能预测动作类游戏的学习。此外,还发现这个灰质指标完全介导了策略类游戏学习与认知之间的关系,尤其是情景记忆和推理之间的关系。年龄敏感型认知技能以及外侧额顶叶区域相关脑容量对策略类电子游戏的作用表明,所研究的这类游戏是正常衰老过程中一种潜在的游戏训练工具。