ArticleGames for health journal2019
Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning.
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.
What it found
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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.
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.
Who cites it
15 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Behaviour Change Techniques in Computerized Cognitive Training for Cognitively Healthy Older Adults: A Systematic Review.Neuropsychology review · 2023Pooled it
- Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- A Game a Day Keeps Cognitive Decline Away? A Systematic Review and Meta-Analysis of Commercially-Available Brain Training Programs in Healthy and Cognitively Impaired Older Adults.Neuropsychology review · 2022Pooled it
- Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People.International journal of environmental research and public health · 2020Pooled it
- Videogame and Computer Intervention Effects on Older Adults' Mental Rotation Performance.Games for health journal · 2021Trial
- Game-Based Interventions for Health Promotion in Older Adults: A Systematic Review of Protocols and ICF-Based Outcomes.Healthcare (Basel, Switzerland) · 2026Review
- Video Gaming in Older People: What Are the Implications for Cognitive Functions?Brain sciences · 2024Review
- Effectiveness of Different Neurocognitive Intervention Approaches on Functionality in Healthy Older Adults: A Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- Effects of Serious Games for Patients With Chronic Obstructive Pulmonary Disease: Systematic Literature Review.JMIR serious games · 2023Review
- Efficacy of Corsi Block Tapping Task training for improving visuospatial skills: a non-randomized two-group study.Experimental brain research · 2022Article
- The Effect of Video Game-Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis.JMIR serious games · 2021Article
- PlayingFrontiers in sports and active living · 2021Article
- Innovations in Geroscience to enhance mobility in older adults.Experimental gerontology · 2020Review
- Controlling for Placebo Effects in Computerized Cognitive Training Studies With Healthy Older Adults From 2016-2018: Systematic Review.JMIR serious games · 2020Review
- Article
Corrections and comments
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Authors and funding
7 authors.
Funding
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.
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What OpenQuestion holds
Registered trials
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.