ArticleJMIR serious games2020
Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study.
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.
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Who cites it
9 citing papers in PubMed, 16 citations in OpenAlex.
- Video Games and Gamification for Assessing Mild Cognitive Impairment: Scoping Review.JMIR mental health · 2025Article
- Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials.JMIR serious games · 2025Article
- Effects of Digital Neurohabilitation on Attention and Memory in Patients with a Diagnosis of Pediatric Obesity: Case Series.Brain sciences · 2025Article
- Innovative Digital Phenotyping Method to Assess Body Representations in Autistic Adults: A Perspective on Multisensor Evaluation.Sensors (Basel, Switzerland) · 2024Article
- Advancing public health: enabling culture-fair and education-independent automated cognitive assessment in low- and middle-income countries.Frontiers in public health · 2024Article
- Cognitive Benefits of Physical Exercise, Physical-Cognitive Training, and Technology-Based Intervention in Obese Individuals with and without Postmenopausal Condition: A Narrative Review.International journal of environmental research and public health · 2022Review
- Brain training using cognitive apps can improve cognitive performance and processing speed in older adults.Scientific reports · 2021Article
- Can Mobile Technology Help Prevent the Burden of Dementia in Low- and Mid-Income Countries?Frontiers in public health · 2020Article
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Authors and funding
7 authors at 2 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
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.
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