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Neuroplasticity-based approaches seem very promising to maintain cognitive health in older adults and postpone the onset of cognitive-decline and dementia symptoms. The aims of this project are threefold:
A better understanding of these mechanisms elucidates pathways that may be targeted in the future, either by behavioral or neuropsychological interventions. To achieve these aims, the investigators will recruit between 60-80 older adults volunteers to participate in the randomized, controlled, single-blind study. After screening, participants will be randomly distributed in one of these two groups: experimental and active control. Participants in the experimental group will receive 16 1 hour computerized training with non-action video games. The active control group will receive 16 1 hour training sessions with a social video game. The design is a mixed factorial design with type of intervention (experimental, active control) and assessment session (pre, post, maintenance). The results from the proposed research project will clarify the existence of transfer-of-benefit and neural mechanisms underlying cognitive improvement. The hypothesis is that mental stimulation through non-action video games will improve attention and memory, promoting brain and mental health, and extending independence among elderly people by avoiding the negative personal and economic consequences of long-term care.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Non-action video game training | Experimental | Experimental: Non-action video game training 16 1-hour training sessions with 10 non-action video game training selected games from Lumosity. |
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| Non-cognitive video game training | Active Comparator | Active Control: Non-cognitive social video game training 16 1-hour training sessions with non-cognitive video game training with social games from The Sims. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Experimental: Non-action video game training | Behavioral | PSI2013-41409R. Effects of video game training on behavioral and neuroimaging measures of attention and memory |
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| Measure | Description | Time Frame |
|---|---|---|
| STROOP-Negative Priming | Participants with non-action video-game training, change from baseline in selective attention and capacity to inhibit information on Stroop-Negative Priming task at 15 weeks and maintenance at 30 weeks | Change from Baseline Stroop-Negative Priming task at 15 weeks and 30 weeks |
| ODDBALL | Participants with non-action video-game training, change from baseline in alertness and distraction on Oddball task at 15 weeks and maintenance at 30 weeks | Change from Baseline oddball task at 15 weeks and 30 weeks |
| N-BACK | Participants with non-action video-game training, change from baseline in working memory on N-back task at 15 weeks and maintenance at 30 weeks | Change from Baseline N-back task at 15 weeks and 30 weeks |
| CORSI BLOCK | Participants with video-game training, change from baseline in spatial working memory on Corsi block task after at 15 weeks and maintenance at 30 weeks | Participants with non-action video-game training, change from baseline Corsi block task at 15 weeks and 30 weeks |
| Measure | Description | Time Frame |
|---|---|---|
| Improvement of the performance (accuracy scores) obtained on the non-action video games (experimental group) and the non-cognitive video games (active comparator) comparing accuracy scores of the first to the last training session. | Efficacy of training: Better performance in the trained video games from first to the last training session comparing accuracy scores of the first to the last training session. |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| Soledad Ballesteros, Ph.D. | Departament of Basic Psychology II, Universidad Nacional de Educación a Distancia (UNED) | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Department of Basic Psychology II (UNED) | Madrid | 28040 | Spain |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 28119279 | Result | Ballesteros S, Mayas J, Ruiz-Marquez E, Prieto A, Toril P, Ponce de Leon L, de Ceballos ML, Reales Aviles JM. Effects of Video Game Training on Behavioral and Electrophysiological Measures of Attention and Memory: Protocol for a Randomized Controlled Trial. JMIR Res Protoc. 2017 Jan 24;6(1):e8. doi: 10.2196/resprot.6570. | |
| 29163136 |
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|
| Active Comparator: Non-cognitive video game training | Behavioral | 16 training sessions with The Sims over 8-10 weeks in small groups |
|
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| Change from the first training session to the last (16th) training session, up to 12 weeks |
| Level of motivation assessed with a questionnaire | Maintenance of motivation from the first to the last training sessions | Maintenance during the 16 training sessions of non-action cognitive video game training and non-cognitive training at first session, 8th and 16th training sessions. Up to 12 weeks. |
| Ballesteros S, Mayas J, Prieto A, Ruiz-Marquez E, Toril P, Reales JM. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front Aging Neurosci. 2017 Nov 1;9:354. doi: 10.3389/fnagi.2017.00354. eCollection 2017. |