2015
DOI: 10.3389/fnagi.2015.00082
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Corrigendum: Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

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Cited by 15 publications
(8 citation statements)
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“…Regarding physical health, data were pooled from 10 comparisons for objective measures [38, 39, 66, 7278] (with a total of 263 participants in the EG and 249 in the CG), and 4 comparisons for self-reported measures [38, 40, 79, 80] (with 95 participants in the EG and 81 in the CG) of physical health. The effect size indicated that participants experienced beneficial effects from the video game-based interventions when compared to those in the CG on objective measures ( Standardized Mean Difference (SMD) 0.41, 95% CI = 0.23 to 0.59, p < .001; I 2 = 63%; p = .006), but not on self-reported measures ( SMD 0.03, 95% CI = -0.27 to 0.33, p = .83; I 2 = 23%, p = .28) (Fig 3).…”
Section: Resultsmentioning
confidence: 99%
“…Regarding physical health, data were pooled from 10 comparisons for objective measures [38, 39, 66, 7278] (with a total of 263 participants in the EG and 249 in the CG), and 4 comparisons for self-reported measures [38, 40, 79, 80] (with 95 participants in the EG and 81 in the CG) of physical health. The effect size indicated that participants experienced beneficial effects from the video game-based interventions when compared to those in the CG on objective measures ( Standardized Mean Difference (SMD) 0.41, 95% CI = 0.23 to 0.59, p < .001; I 2 = 63%; p = .006), but not on self-reported measures ( SMD 0.03, 95% CI = -0.27 to 0.33, p = .83; I 2 = 23%, p = .28) (Fig 3).…”
Section: Resultsmentioning
confidence: 99%
“…The study was registered at ClinicalTrials.Gov after this paper was submitted for publication, and that registration mentions several other outcome measures that were not reported in the paper. Ballesteros et al (2014) reported the results for a larger battery of outcome measures from the same study (see Ballesteros et al, 2015, for a published correction acknowledging the overlap across papers). In addition to the oddball-task measures reported in both papers, Ballesteros et al claimed differential improvements in choice response time, immediate and delayed memory for family pictures, and two of five self-reported aspects of well-being.…”
Section: Scientific Learning Corporation Formed In 1996 Bymentioning
confidence: 99%
“…Although study findings seem to be quite heterogeneous, characteristic differences in brain activation have been reported between younger and older adults. For example, while performing cognitive tasks, older adults might display (1) a shift in activation from posterior to anterior brain regions (PASA phenomenon) [29,30], (2) higher or lower (pre-)frontal activation depending on, for instance, the difficulty and type of task [31,32,33], and (3) a reduction in hemispherical lateralization (HAROLD effect) [34]. These age-specific functional patterns are discussed, for example, within the ‘compensation related utilization of neural circuits’ (i.e., CRUNCH) model [32,35,36,37].…”
Section: Introductionmentioning
confidence: 99%
“…Commercial exergame systems, such as the Nintendo Wii, Xbox Kinect, or Dance Dance Revolution have already been demonstrated to be equally demanding as moderate physical exercise [62,63,64,65]. Furthermore, playing video games seems to be beneficial for cognitive functions and therefore might substitute (non-)computerized cognitive training [33,66]. Thus, combining physical exercise and gaming in exergames might be a promising approach to facilitate cognitive and brain functioning in older adults.…”
Section: Introductionmentioning
confidence: 99%