Cited by 855Cognitive Abilities and TestingCognitive Functions and MemoryAging and Gerontology Research

Can training in a real-time strategy video game attenuate cognitive decline in older adults?

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Basak, Chandramallika, Boot, Walter R., Voss, Michelle W., Kramer, Arthur F.·2008·Psychology and Aging

Abstract

Declines in various cognitive abilities, particularly executive control functions, are observed in older adults. An important goal of cognitive training is to slow or reverse these age-related declines. However, opinion is divided in the literature regarding whether cognitive training can engender transfer to a variety of cognitive skills in older adults. In the current study, the authors trained older adults in a real-time strategy video game for 23.5 hr in an effort to improve their executive functions. A battery of cognitive tasks, including tasks of executive control and visuospatial skills, were assessed before, during, and after video-game training. The trainees improved significantly in the measures of game performance. They also improved significantly more than the control participants in executive control functions, such as task switching, working memory, visual short-term memory, and reasoning. Individual differences in changes in game performance were correlated with improvements in task switching. The study has implications for the enhancement of executive control processes of older adults.

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  • Basak and colleagues had older adults play a complex role-playing game for 23.5 hours and found that gameplay was linked to better performance across many cognitive tasks.

    “For example, Basak et al.50 had elders play a complex role-playing game,”

    From Cognitive reserve in ageing and Alzheimer's disease (2012) · cites this paper as [50]

    The Method > Participants section says older adults were assigned to play Rise of Nations, and the General Discussion reports transfer benefits after 23.5 hours of training. The paper identifies Rise of Nations as a complex real-time strategy game, not a role-playing game. Its Abstract reports improvement on a subset of cognitive tasks, rather than across the entire battery (page numbers unavailable in our copy). (LLM, conf=0.90)

    Experimental — accuracy not yet measured
  • A dose-dependent relationship between amount of training and transfer has been described and replicated in some but not all studies.

    “Furthermore, we have previously described a dose-dependent relationship between training and transfer, such that more training leads to more gain (Jaeggi et al., 2008).”

    From Improving fluid intelligence with training on working memory: a meta-analysis (2015) · cites this paper as Basak, Boot, Voss, & Kramer, 2008

    The General Discussion reports that transfer benefits were mostly observed after 23.5 hours of video-game training, while about half that time was not enough. This supports a relationship between training time and transfer in this study, but the paper does not establish that the relationship was replicated in some studies but not others. (LLM, conf=0.86)

    Experimental — accuracy not yet measured
  • Training in real-time strategy video games that entail learning and coordinating complex strategies can engender transfer to a variety of tasks tapping different aspects of executive-control processes.

    “training in real-time strategy video games that entail learning and coordinating the implementation of a number of complex strategies can engender transfer to a variety of tasks that tap different aspects of executive-control processes”
  • Some recent evidence suggests that playing commercial video games can lead to cognitive engagement and improve perceptual and cognitive abilities, such as memory, reasoning ability, and multitasking performance.

    “Some recent evidence suggests that playing commercial video games can lead to cognitive engagement and improve perceptual and cognitive abilities, such as memory, reasoning ability, and multi tasking performance (e.g., Basak, Boot, Voss, & Kramer, 2008 ;Green & Bavelier, 2008 ).”

    From Toward a Psychological Science of Advanced Technology Design for Older Adults (2010) · cites this paper as Basak, Boot, Voss, & Kramer, 2008

  • Multi-domain training interventions yield broad but often small transfer effects.

    “Multi-domain training interventions are usually more complex and engage multiple cognitive processes (e.g., game-based training), yielding broad but often small transfer effects (e.g., Basak et al., 2008).”

    From Executive control training from middle childhood to adolescence (2014) · cites this paper as Basak et al., 2008

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References 50 · Cited by 855

Research works printed but not linked: 1

  1. Raven JC 1990 Advanced Progressive Matrices Set II Oxford, United Kingdom Oxford Psychologists Press

Authors
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F.
Affiliations
University of Illinois Urbana-Champaign (US)
Corresponding author
Basak, Chandramallika
Venue
Psychology and Aging
Published
2008-12
Volume
23
Issue
4
Pages
765-777
ISSN
  • 0882-7974 (ISSN-L)
  • 1939-1498
OpenAlex
W2168684970
Cited by
855
References
50
Citations by year
2026: 10 · 2025: 29 · 2024: 36 · 2023: 39 · 2022: 38 · 2021: 34 · 2020: 51 · 2019: 61 · 2018: 70 · 2017: 55 · 2016: 59 · 2015: 72 · 2014: 74 · 2013: 76 · 2012: 54
FWCI
44.08
Type
journal article
Language
en
Open access
Locations
  • Psychology and Aging (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
Funders
  • National Institute on Aging (RO1 AG25667; RO1 AG25302)
  • Beckman Institute
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
  • Social Sciences › Psychology › Neuropsychology and Physiological Psychology › Aging and Gerontology Research
Keywords
cognitive training, video games, real-time strategy games, older adults, cognitive decline, executive function, task switching, working memory, visuospatial ability, transfer of training, individual differences
MeSH terms
Aged, Aged, 80 and over, Cognition Disorders, Computer Systems, Female, Humans, Male, Memory, Short-Term, Neuropsychological Tests, Orientation, Practice, Psychological, Problem Solving, Psychomotor Performance, Mental Recall, Transfer, Psychology, Video Games

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