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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
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    Citations

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    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. 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.
    3. 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.
    4. 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.
    5. 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.
    6. 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.
    7. 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.
    8. 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.
    9. 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).
    10. 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.
    11. 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.
    12. 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.
    13. 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).

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