2019
DOI: 10.1089/g4h.2017.0092
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Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning

Abstract: Objective: This study compared older adults' gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention. Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third … Show more

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Cited by 35 publications
(44 citation statements)
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“…Therefore, it seems reasonable to conclude that playing complex, off-the-shelf 3D video games can have positive effects on memory ability. There is other evidence that commercial video games can result in positive benefits in cognitive functioning in older adults (Belchior et al, 2016 , 2019 ; Vázquez et al, 2018 ; Perrot et al, 2019 ), including on tasks of executive functioning, attention, and working memory. Similarly, video game training has been shown to enhance the neural signature of cognitive control using EEG in young adults (Anguera et al, 2013 ).…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, it seems reasonable to conclude that playing complex, off-the-shelf 3D video games can have positive effects on memory ability. There is other evidence that commercial video games can result in positive benefits in cognitive functioning in older adults (Belchior et al, 2016 , 2019 ; Vázquez et al, 2018 ; Perrot et al, 2019 ), including on tasks of executive functioning, attention, and working memory. Similarly, video game training has been shown to enhance the neural signature of cognitive control using EEG in young adults (Anguera et al, 2013 ).…”
Section: Discussionmentioning
confidence: 99%
“…Like any other rehabilitation technique, exergames need to be guided with specific therapeutic objectives that respond to structured planning. Concerns have arisen about the lack of standardized clinical guidelines and treatment protocols for the use of exergames in older people [26,40,41]. Decreased visual or auditory acuity, muscle weakness, the loss of motor dexterity, slow gait speed, or difficulty in processing simultaneous stimuli can hinder the optimal participation in exergames and generate feelings of incompetence, thus risking the loss of the benefits derived from the practice of physical exercise with virtual technology.…”
Section: Selection Graduation and Adaptation Of Commercial Exergames To The Rehabilitation Of Processes Secondary To Sars-cov-2mentioning
confidence: 99%
“…La edad promedio fue 69 años, el número de sesiones osciló entre 13 y 112; a su vez, el tiempo promedio por cada sesión fue de 44 minutos, con un rango de 10 a 60 minutos. Además, el promedio de las semanas de intervención fue de 15, con un intervalo de entre 6 y 52 semanas (Belchior et al, 2019;Buitenweg et al, 2019;Corbett et al, 2015;Chiu et al, 2018;Cujzek & Vranic, 2017;Guye & von Bastian, 2017;Tagliabue et al, 2018;Turunen et al, 2019).…”
Section: Condición Metodológica Computarizadaunclassified
“…genera el elemento lúdico. Se informaron efectos significativos en la velocidad de procesamiento, razonamiento, memoria, inhibición, atención visual y fluidez verbal (Belchior et al, 2019;Buitenweg et al, 2019;Corbett et al, 2015;Chiu et al, 2018;Cujzek & Vranic, 2017;Guye & von Bastian, 2017;Tagliabue et al, 2018;Turunen et al, 2019).…”
Section: Condición Metodológica Computarizadaunclassified