Evidence map›Paper›PMID 30273002›Full record

ArticleGames for health journal2019

Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning.

Patrícia Belchior, Anna Yam, Kelsey R Thomas, Daphne Bavelier, Karlene K Ball, William C Mann, Michael Marsiske

Abstract read
In one paragraph

Article in Games for health journal, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
15citing papers in PubMed, 4 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

15 citing papers in PubMed, 4 syntheses or guidelines pooled it.

  1. Pooled it
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  3. Pooled it
  4. Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People.International journal of environmental research and public health · 2020
    Pooled it
  5. Trial
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  10. Article
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  12. PlayingFrontiers in sports and active living · 2021
    Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Patrícia Belchior1 School of Physical and Occupational Therapy, McGill University, Montreal, Canada.
Anna Yam3 Kaiser Permanent Medical Center; Geneva, Switzerland.
Kelsey R Thomas4 VA San Diego Health Care System; Geneva, Switzerland.
Daphne Bavelier5 Neuroscience Center; University of Geneva, Geneva, Switzerland.
Karlene K Ball6 Department of Psychology, University of Alabama at Birmingham, Birmingham, Alabama.
William C Mann7 North Florida/South Georgia VA Medical Center, Center of Innovation on Disability and Rehabilitation Research, Gainesville, Florida.
Michael Marsiske8 Department of Clinical and Health Psychology, University of Florida, Gainesville, Florida.

Funding

University of Florida Older Americans Independence Center (OAIC)P30AG028740 · NIA · UNIVERSITY OF FLORIDA · PI CHRISTIAAN LEEUWENBURGH · 2007 to 2026
$22.8M
Research Training in Non-Pharmacological Interventions for Cognition in Aging, MCI, and Alzheimer's DiseaseT32AG020499 · NIA · UNIVERSITY OF FLORIDA · PI MARSISKE, MICHAEL, SMITH, GLENN E. · 2003 to 2024
$3.7M
FLUID REASONING TRAINING FOR URBAN ELDERSU01AG014276 · NIA · WAYNE STATE UNIVERSITY · PI MARSISKE, MICHAEL · 1996 to 2010
$2.7M
NIA NIH HHS P30 AG028740NIA NIH HHS T32 AG020499NIA NIH HHS U01 AG014276
6 · The paper itself

Abstract

objectiveThis 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

methodsParticipants 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 group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training.

resultsBoth training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory.

conclusionTraining effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.

Indexed as

Activities of Daily LivingAgedAgingCognitionFemaleHumansMaleVideo GamesCognitive trainingOlder adultsVideogames

Identifiers

PMID30273002
PMCPMC6482895

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.