Evidence map›Paper›PMID 32530432›Full record

ArticleJMIR serious games2020

Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study.

Bruno Bonnechère, Jean-Christophe Bier, Olivier Van Hove, Sally Sheldon, Sékou Samadoulougou, Fati Kirakoya-Samadoulougou, Malgorzata Klass

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
1.2field-weighted citation impact, top 20% of its field
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

9 citing papers in PubMed, 16 citations in OpenAlex.

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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 at 2 institutions in 3 countries.

Bruno BonnechèreCentre de Recherche en Epidémiologie, Biostatistiques et Recherche Clinique, Ecole de Santé Publique, Université Libre de Bruxelles, Brussels, Belgium.ORCID https://orcid.org/0000-0002-7729-4700
Jean-Christophe BierDepartment of Neurology, Hôpital Érasme, Université Libre de Bruxelles, Brussels, Belgium.ORCID https://orcid.org/0000-0002-3396-1858
Olivier Van HoveDepartment of Chest and Thoracic Surgery, Hôpital Érasme, Université Libre de Bruxelles, Brussels, Belgium.ORCID https://orcid.org/0000-0002-0756-0399
Sally SheldonPeak Brain Training, London, United Kingdom.ORCID https://orcid.org/0000-0001-9142-3620
Sékou SamadoulougouEvaluation Platform on Obesity Prevention, Quebec Heart and Lung Institute Research Centre, Quebec City, QC, Canada.ORCID https://orcid.org/0000-0001-9250-1264
Fati Kirakoya-SamadoulougouCentre de Recherche en Epidémiologie, Biostatistiques et Recherche Clinique, Ecole de Santé Publique, Université Libre de Bruxelles, Brussels, Belgium.ORCID https://orcid.org/0000-0002-1326-7367
Malgorzata KlassLaboratory of Applied Biology and Neurophysiology, Neuroscience Institute, Université Libre de Bruxelles, Brussels, Belgium.ORCID https://orcid.org/0000-0003-1317-5945
Université Libre de Bruxelles · BEMontreal Heart Institute · CA

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundThe decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is currently known about how age influences capacity for performance improvement when playing cognitive mobile games.

objectiveThe objective of this study was to analyze the score data of cognitive mobile games over a period of 100 gaming sessions to determine age-related learning ability for new cognitive tasks by measuring the level of score improvement achieved by participants of different ages.

methodsScores from 9000 individuals of different ages for 7 cognitive mobile games over 100 gaming sessions were analyzed. Scores from the first session were compared between age groups using one-way analysis of variance. Mixed models were subsequently used to investigate the progression of scores over 100 sessions.

resultsStatistically significant differences were found between age groups for the initial scores of 6 of the 7 games (linear trend, P<.001). Cognitive mobile game scores increased for all participants (P<.001) suggesting that all participants were able to improve their performance. The rate of improvement was, however, strongly influenced by the age of the participant with slower progression for older participants (P<.001).

conclusionsThis study provides evidence to support two interesting insights-cognitive mobile game scores appear to be sensitive to the changes in cognitive ability that occur with advancing age; therefore, these games could be a convenient way to monitor cognitive function over long-term follow-up, and users who train with the cognitive mobile games improve regardless of age.

Indexed as

agingbrain trainingcognitive monitoringcognitive performancemobile gamesserious games

Identifiers

PMID32530432
PMCPMC7320308
OpenAlexW3016996559

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.