27,880 research outputs found

    Video games and Intellectual Disabilities: a literature review.

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    Los videojuegos son omnipresentes en la sociedad y esta tecnología ha trascendido su lado lúdico inicial para convertirse también en una herramienta educativa y de entrenamiento cognitivo. En este sentido, diferentes estudios han demostrado que los jugadores expertos obtener ventajas en diversos procesos cognitivos respecto a no-jugadores y jugar con juegos de video puede resultar en especial los beneficios que en algunos casos podría generalizarse a otras tareas. En consecuencia, los juegos de video podría ser utilizado como una herramienta de formación para mejorar las capacidades cognitivas en poblaciones atípicas, como las relativas a las personas con discapacidad intelectual (DI). Sin embargo, la literatura sobre los videojuegos en personas con ID es escasa. En este trabajo se ejecutó una revisión narrativa de los estudios sobre el uso de los videojuegos en relación a las personas con ID.Video games are ubiquitous in the society and this technology has transcended its initial playful side to become also an educational and cognitive training tool. In this sense, different studies have shown that expert game players gain advantages in various cognitive processes respect to non-players and that playing with video games can result in particular profits that in some cases could be generalized to other tasks. Accordingly, video games could be used as a training tool in order to improve cognitive abilities in atypical populations, such as relating to individuals with intellectual disabilities (ID). However, literature concerning video games in people with ID is sparse. In this paper we executed a narrative review of the studies about the use of video games in relation to people with ID.• Fundación Valhondo Calaff (Cáceres), para Marta Rodríguez Jiménez • Università di Padova. Beca CPDA 127939, para Silvia LanfranchipeerReviewe

    Effects of non-pharmacological or pharmacological interventions on cognition and brain plasticity of aging individuals.

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    Brain aging and aging-related neurodegenerative disorders are major health challenges faced by modern societies. Brain aging is associated with cognitive and functional decline and represents the favourable background for the onset and development of dementia. Brain aging is associated with early and subtle anatomo-functional physiological changes that often precede the appearance of clinical signs of cognitive decline. Neuroimaging approaches unveiled the functional correlates of these alterations and helped in the identification of therapeutic targets that can be potentially useful in counteracting age-dependent cognitive decline. A growing body of evidence supports the notion that cognitive stimulation and aerobic training can preserve and enhance operational skills in elderly individuals as well as reduce the incidence of dementia. This review aims at providing an extensive and critical overview of the most recent data that support the efficacy of non-pharmacological and pharmacological interventions aimed at enhancing cognition and brain plasticity in healthy elderly individuals as well as delaying the cognitive decline associated with dementia

    Brain enhancement through cognitive training: A new insight from brain connectome

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    Owing to the recent advances in neurotechnology and the progress in understanding of brain cognitive functions, improvements of cognitive performance or acceleration of learning process with brain enhancement systems is not out of our reach anymore, on the contrary, it is a tangible target of contemporary research. Although a variety of approaches have been proposed, we will mainly focus on cognitive training interventions, in which learners repeatedly perform cognitive tasks to improve their cognitive abilities. In this review article, we propose that the learning process during the cognitive training can be facilitated by an assistive system monitoring cognitive workloads using electroencephalography (EEG) biomarkers, and the brain connectome approach can provide additional valuable biomarkers for facilitating leaners' learning processes. For the purpose, we will introduce studies on the cognitive training interventions, EEG biomarkers for cognitive workload, and human brain connectome. As cognitive overload and mental fatigue would reduce or even eliminate gains of cognitive training interventions, a real-time monitoring of cognitive workload can facilitate the learning process by flexibly adjusting difficulty levels of the training task. Moreover, cognitive training interventions should have effects on brain sub-networks, not on a single brain region, and graph theoretical network metrics quantifying topological architecture of the brain network can differentiate with respect to individual cognitive states as well as to different individuals' cognitive abilities, suggesting that the connectome is a valuable approach for tracking the learning progress. Although only a few studies have exploited the connectome approach for studying alterations of the brain network induced by cognitive training interventions so far, we believe that it would be a useful technique for capturing improvements of cognitive function

    Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial.

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    BACKGROUND Promoting cognitive health is key to maintaining cognitive and everyday functions and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is through engagement in cognitive activities (eg, board and video games). OBJECTIVE This study aims to investigate the benefits of dynamic adaptive casual puzzle games on cognitive function and well-being in healthy adults and older people. METHODS A total of 12 adults and older people (female participants: n=6; mean age 58.92, SD 10.28 years; range 46-75 years) were included in this pilot randomized controlled trial. This study used a crossover design with two phases (8 weeks each) and three measurement waves (pretest, midtest, and posttest). The participants were randomly allocated either to the control or experimental group. In the control group, participants read newspapers between the pre- and midtest, then switched to cognitive training with puzzle games. In the experimental group, the interventions were reversed. Baseline measurements (pretest) were collected before the intervention. The interventions were delivered on tablet computers and took place unsupervised at participants' homes. RESULTS The outcome measures included global cognitive function, higher cognitive function, and emotional well-being at 3 time points (pretest, midtest, and posttest) using standardized neuropsychological tests. The participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention. CONCLUSIONS The study showed that digital games are a feasible way to train cognition in healthy adults and older people. The algorithm-based dynamic adaption allows accommodations for persons with different cognitive levels of skill. The results of the study will guide future prevention efforts and trials in high-risk populations

    The Effect of Aerobic Fitness on Visuospatial Attention in Young Adults

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    The recently popular commercial brain- and visual-training programs have become a multimillion dollar industry with claims to enhance various cognitive functions. Although no empirical evidence directly supports the efficacy of these programs, sport expertise has been shown to influence cognition, lending indirect support for training efficacy. However, researchers investigating attention and sport expertise have not previously controlled for level of physical activity, which may also contribute to enhanced cognitive processes. Prior studies have shown strong correlations exist between physical fitness and cognition in both children and older adults. Yet, few studies have examined this relation in young adults, and no studies have examined the effect of aerobic fitness on cognition while controlling for sport participation and action video game playing habits. The purpose of this study was to determine the extent to which aerobic fitness relates to visuospatial attention performance in young adults while controlling other factors. A secondary purpose was to identify a potential physiological mechanism underlying the relation between exercise and cognition. Heart rate variability has been linked to both aerobic fitness and cognitive performance and was used in this study. Thirty-five healthy adults (ages 18-29) participated. Data collection included submaximal VO2max, BMI, motivation, sport involvement, performance on two visual attention tasks, and heart rate variability. BMI, motivation, and sport involvement did not significantly correlate with aerobic fitness and were excluded from further statistical analyses. Contrary to our hypothesis, performance on the attention tasks did not significantly correlate with aerobic fitness while controlling for sport participation (MOT: r = .120, p = .250; CVAT: r = .166, p = .174). Heart rate variability also did not significantly correlate with visual attention (SD: r = .064, p = .375; LF/HF: r = - .312, p = .057). The findings of this study did not support a relation between aerobic fitness and visual attention in young adults. The effect of chronic exercise on cognition may be more apparent in children and older adults who are still cognitively developing or experiencing age-related cognitive declines. To improve visual attention in young adults, more study is required to determine the efficacy of `brain\u27 training

    Assessing the transfer of video game play versus attention training using 3D-Multiple Object Tracking

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    Durant la dernière décennie, la recherche sur les jeux vidéo et leur implication sur les habiletés perceptivo-cognitives a gagné en intérêt. Plusieurs études ont démontré que les jeux vidéo (particulièrement les jeux d’action) possèdent la capacité d’influencer et d’améliorer différentes aptitudes perceptives et cognitives telles que l’attention visuo-spatiale, la vitesse de traitement de l’information, la mémoire visuelle à court terme ainsi que la poursuite d’objets en mouvement. Cependant, plusieurs autres études n’ont pas réussi à reproduire les mêmes résultats. D’un autre côté, un nouveau type d’entraînement perceptivo-cognitif, nommé 3-Dimensional Multiple-Object Tracking (3D-MOT), et qui consiste à traiter des scènes visuelles dynamiques dénuées de contexte, a démontré son implication sur différents types d’attention, la mémoire de travail ainsi que la vitesse de traitement de l’information. L’étude actuelle a examiné quatre groupes de joueurs inexpérimentés qui s’entrainaient durant 10 séances à l’aide d’un exercice perceptivo-cognitif (3D-MOT), ou d’un jeu de haut niveau visuel (jeu vidéo d’action : Call of Duty), de bas niveau visuel (Tetris) ou d’un jeu non-visuel (Sudoku). Des mesures d’électroencéphalographie quantitative et des tests neuropsychologiques effectués avant et après l’entraînement ont démontré que le 3D-MOT, par comparaison aux autres jeux testés, améliorait de façon plus efficace les fonctions reliées à l’attention, la mémoire de travail ainsi que la vitesse de traitement de l’information. Pour la première fois, cette étude démontre que l’entraînement non-contextuel de 3D-MOT améliore les habiletés perceptivo-cognitives plus efficacement que l’entraînement à des jeux de divertissement tels que les jeux vidéo.In the past decade, research on video games and their implications on cognitive abilities have gained significant interest. Various studies suggest that video games (in particular action video games) have the inherent ability to influence and improve attentional abilities such as visual spatial attention, processing speed, visual short-term memory and multiple-object tracking. However, many other studies have been unable to replicate similar results. On the other hand, a recent cognitive enhancement tool that is visually dynamic and void of context called 3-Dimensional Multiple-Object tracking (3D-MOT), has demonstrated robust effects on cognitive-perceptual abilities such as divided, selective, and sustained attention as well as working memory and information processing speed. The current study examines four groups of non-video game players that train for 10 sessions on the cognitive enhancing technique (3D-MOT) or on one of three different visually stimulating games: highly visually stimulating game (Call of Duty), lowly visually stimulating game (Tetris), or non-visually stimulating puzzle (Sudoku). A battery of cognitive tests and quantitative electroencephalography preformed before and after training, demonstrated that training on 3D-MOT improved cognitive functions related to attention, working memory, and visual information processing compared to video games. For the first time, this study demonstrated that non-contextual training with 3D-MOT improves perceptual-cognitive abilities more efficiently than video game playing

    Video Game Interventions to Improve Cognition in Older Adults

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    Cognitive abilities decline as part of the normal aging process. Various non-pharmacological interventions are being studied in an effort to ameliorate this cognitive decline. Some of these interventions include computerized cognitive training, such as neuropsychological software (i.e., brain training games) and video games. A previous study in our lab found that older adults who played a brain training game or a video poker game showed similar cognitive gains. The purpose of the present study was to follow the methodological procedures of our previous study to try and determine if the positive effects seen for the brain training program and video poker were due to training effects or merely engagement effects. In doing so, it also sought to determine if a visual art intervention, a relatively unstudied but potentially beneficial intervention, would elicit cognitive gains. Twenty-five individuals (Mage = 86, Meducation = 16.2) were quasi-randomly assigned to an experimental digital art intervention, Art Academy, or an active control condition, Tetris. Participants played their assigned game at least twenty minutes per day for six weeks. Comprehensive neuropsychological assessments were administered before and after the intervention. Outcome measures were in the form of residualized change scores were calculated by regressing the pre-test scores onto the post-test scores to reduce effects of baseline and other non-treatment factors. Compared to the Tetris group, the digital art group improved on aspects of a list-learning test, visual memory test, a scanning and sequencing task, a psychomotor task, a mental rotation task, and a composite score of all cognitive change (Total Change Score). The Tetris group improved on a math fluency task, and both groups improved on the delayed recall of a story memory task. However, the Art Academy group also engaged in the intervention for significantly more minutes of overall play time than the Tetris group, potentially confounding the results. Two groups were created via a median split based on the duration of gameplay: High Gameplay and Low Gameplay. The High Gameplay group showed greater improvement on visual memory, verbal memory, a measure of executive functioning, as well as the Total Change Score. Compared to the active control of the current study (Tetris), the Brain Age group of the previous study showed greater improvement on tasks that are specifically trained (i.e., visual working memory, math fluency) but not untrained tasks (e.g., verbal memory). The study suggests that playing a digital art video game could be a viable intervention to improve cognitive functioning in older adults. However, future research is also needed because the confounding of total gameplay time with group, a metric that other studies rarely report, precludes strong conclusions about the specific training effects

    Genetic Modulation of Training and Transfer in Older Adults: BDNF Val66Met Polymorphism is Associated with Wider Useful Field of View

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    Western society has an increasing proportion of older adults. Increasing age is associated with a general decrease in the control over task-relevant mental processes. In the present study we investigated the possibility that successful transfer of game-based cognitive improvements to untrained tasks in elderly people is modulated by preexisting neuro-developmental factors as genetic variability related to levels of the brain-derived neurotrophic factor (BDNF), an important neuromodulator underlying cognitive processes. We trained participants, genotyped for the BDNF Val66Met polymorphism, on cognitive tasks developed to improve dynamic attention. Pre-training (baseline) and post-training measures of attentional processes (divided and selective attention) were acquired by means of the useful field of view task. As expected, Val/Val homozygous individuals showed larger beneficial transfer effects than Met/-carriers. Our findings support the idea that genetic predisposition modulates transfer effects

    Analyzing Action Game Players\u27 Performance During Distracted Driving

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    Driving is a complex task that is highly reliant on attention. Research states that distractions cause performance errors thus it is important to find ways to reduce driver distraction or assist drivers with ways to improve their cognitive resources if distraction is unavoidable. Moreover, research indicates that action video game players outperform non-players on labbased tests of visual and cognitive abilities. However, research also exists that is contrary to these findings. Some researchers suggest that methodological deficiencies could be the cause of the significant findings in the literature. With such fervor of debate on the subject, the question remains of whether players acquire skills through playing action video games and if so can these games be used as research or training tools to enhance performance on realistic tasks. To answer this question, 45 male participants were tested using psychometric measures of spatial ability (Spatial orientation and visualization) and failures of attention (Cognitive Failures Questionnaire), and then all participants drove four 10-minute drives in a driving simulator. The first drive was a practice, followed by a control drive. Participants were then distracted using a hands free phone conversation. Following that, participants completed a final control drive. Both overall video game experience and action video game experience was positively related to higher spatial ability scores. Additionally, participants with higher action game experience exhibited fewer lane deviations during driving overall, but not during the distraction condition. On the other hand, participants with higher spatial ability scores exhibited fewer lane deviations during the distraction condition, but not during the control drives. Furthermore, action video game experience was not significant on the Cognitive Failures Questionnaire. Therefore, it was concluded that individuals who have higher action game experience do not show improvements on any iv abilities of attention tested in this study. However, higher experience action video game players may perform better in simulated environments than those with less experience
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