IDEAS home Printed from https://ideas.repec.org/a/nat/nature/v501y2013i7465d10.1038_nature12486.html
   My bibliography  Save this article

Video game training enhances cognitive control in older adults

Author

Listed:
  • J. A. Anguera

    (University of California
    University of California
    Center for Integrative Neuroscience, University of California)

  • J. Boccanfuso

    (University of California
    Center for Integrative Neuroscience, University of California)

  • J. L. Rintoul

    (University of California
    Center for Integrative Neuroscience, University of California)

  • O. Al-Hashimi

    (University of California
    University of California
    Center for Integrative Neuroscience, University of California)

  • F. Faraji

    (University of California
    Center for Integrative Neuroscience, University of California)

  • J. Janowich

    (University of California
    Center for Integrative Neuroscience, University of California)

  • E. Kong

    (University of California
    Center for Integrative Neuroscience, University of California)

  • Y. Larraburo

    (University of California
    Center for Integrative Neuroscience, University of California)

  • C. Rolle

    (University of California
    Center for Integrative Neuroscience, University of California)

  • E. Johnston

    (University of California)

  • A. Gazzaley

    (University of California
    University of California
    Center for Integrative Neuroscience, University of California
    University of California)

Abstract

Training with a multitasking video game is shown to improve cognitive control abilities that decline with age, revealing the plasticity of the ageing brain; these behavioural improvements were accompanied by underlying neural changes that predicted the training-induced boost in sustained attention and enhanced multitasking performance 6 months later.

Suggested Citation

  • J. A. Anguera & J. Boccanfuso & J. L. Rintoul & O. Al-Hashimi & F. Faraji & J. Janowich & E. Kong & Y. Larraburo & C. Rolle & E. Johnston & A. Gazzaley, 2013. "Video game training enhances cognitive control in older adults," Nature, Nature, vol. 501(7465), pages 97-101, September.
  • Handle: RePEc:nat:nature:v:501:y:2013:i:7465:d:10.1038_nature12486
    DOI: 10.1038/nature12486
    as

    Download full text from publisher

    File URL: https://www.nature.com/articles/nature12486
    File Function: Abstract
    Download Restriction: Access to the full text of the articles in this series is restricted.

    File URL: https://libkey.io/10.1038/nature12486?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    As the access to this document is restricted, you may want to search for a different version of it.

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Mercedes Fernandez-Rios & Nuria Martinez & Ana Moron & Soledad Corachan & Rosa Redolat, 2020. "Scientific evidence for the use of "serious games" or therapeutic games in people with Alzheimer's Disease and other dementias," Technium Social Sciences Journal, Technium Science, vol. 12(1), pages 173-184, October.
    2. Xiaoxuan Li & Kavous Salehzadeh Niksirat & Shanshan Chen & Dongdong Weng & Sayan Sarcar & Xiangshi Ren, 2020. "The Impact of a Multitasking-Based Virtual Reality Motion Video Game on the Cognitive and Physical Abilities of Older Adults," Sustainability, MDPI, vol. 12(21), pages 1-14, November.
    3. Bianca P. Acevedo & Novia Dattatri & Jennifer Le & Claire Lappinga & Nancy L. Collins, 2022. "Cognitive Training with Neurofeedback Using fNIRS Improves Cognitive Function in Older Adults," IJERPH, MDPI, vol. 19(9), pages 1-16, May.
    4. Stefanie Duyck & Hans Op de Beeck, 2019. "An investigation of far and near transfer in a gamified visual learning paradigm," PLOS ONE, Public Library of Science, vol. 14(12), pages 1-23, December.
    5. Bo Zhang & Nigel Robb, 2021. "A Comparison of the Effects of Augmented Reality N-Back Training and Traditional Two-Dimensional N-Back Training on Working Memory," SAGE Open, , vol. 11(2), pages 21582440211, May.
    6. Brauner, Philipp & Ziefle, Martina, 2022. "Beyond playful learning – Serious games for the human-centric digital transformation of production and a design process model," Technology in Society, Elsevier, vol. 71(C).
    7. David C. Schwebel & Peng Li & Leslie A. McClure & Joan Severson, 2016. "Evaluating a Website to Teach Children Safety with Dogs: A Randomized Controlled Trial," IJERPH, MDPI, vol. 13(12), pages 1-22, December.
    8. Nobuki Watanabe, 2024. "Activation of the Frontal Pole Using Children’s Video Games: Support for Children’s Well-being," International Journal of Psychological Studies, Canadian Center of Science and Education, vol. 16(2), pages 1-53, June.
    9. Colom, Roberto & García, Luis F. & Shih, Pei Chun & Abad, Francisco J., 2023. "Generational intelligence tests score changes in Spain: Are we asking the right question?," Intelligence, Elsevier, vol. 99(C).
    10. Ellwardt, Lea & Van Tilburg, Theo G. & Aartsen, Marja J., 2015. "The mix matters: Complex personal networks relate to higher cognitive functioning in old age," Social Science & Medicine, Elsevier, vol. 125(C), pages 107-115.
    11. Holger Finger & Marlene Bönstrup & Bastian Cheng & Arnaud Messé & Claus Hilgetag & Götz Thomalla & Christian Gerloff & Peter König, 2016. "Modeling of Large-Scale Functional Brain Networks Based on Structural Connectivity from DTI: Comparison with EEG Derived Phase Coupling Networks and Evaluation of Alternative Methods along the Modelin," PLOS Computational Biology, Public Library of Science, vol. 12(8), pages 1-28, August.
    12. Kazue Sawami & Himeyo Nakagawa & Tetsuro Kitamura, 2017. "Relationship Between Cognitive Function, Vascular Age and Stress," Current Research in Diabetes & Obesity Journal, Juniper Publishers Inc., vol. 4(3), pages 53-57, October.
    13. Anja Pahor & Aaron R. Seitz & Susanne M. Jaeggi, 2022. "Near transfer to an unrelated N-back task mediates the effect of N-back working memory training on matrix reasoning," Nature Human Behaviour, Nature, vol. 6(9), pages 1243-1256, September.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:nat:nature:v:501:y:2013:i:7465:d:10.1038_nature12486. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    We have no bibliographic references for this item. You can help adding them by using this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Sonal Shukla or Springer Nature Abstracting and Indexing (email available below). General contact details of provider: http://www.nature.com .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.