Cited by 1,666Cognitive Functions and MemoryCognitive Abilities and TestingNeural and Behavioral Psychology Studies

Video game training enhances cognitive control in older adults

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Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y. +3 more·2013·Nature

Abstract

Cognitive control is defined by a set of neural processes that allow us to interact with our complex environment in a goal-directed manner. Humans regularly challenge these control processes when attempting to simultaneously accomplish multiple goals (multitasking), generating interference as the result of fundamental information processing limitations. It is clear that multitasking behaviour has become ubiquitous in today's technologically dense world, and substantial evidence has accrued regarding multitasking difficulties and cognitive control deficits in our ageing population. Here we show that multitasking performance, as assessed with a custom-designed three-dimensional video game (NeuroRacer), exhibits a linear age-related decline from 20 to 79 years of age. By playing an adaptive version of NeuroRacer in multitasking training mode, older adults (60 to 85 years old) reduced multitasking costs compared to both an active control group and a no-contact control group, attaining levels beyond those achieved by untrained 20-year-old participants, with gains persisting for 6 months. Furthermore, age-related deficits in neural signatures of cognitive control, as measured with electroencephalography, were remediated by multitasking training (enhanced midline frontal theta power and frontal-posterior theta coherence). Critically, this training resulted in performance benefits that extended to untrained cognitive control abilities (enhanced sustained attention and working memory), with an increase in midline frontal theta power predicting the training-induced boost in sustained attention and preservation of multitasking improvement 6 months later. These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool for cognitive enhancement.

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  • Playing action video games improved memory and attention in older adults.

    “Playing action video games improved memory and attention in older adults (Anguera et al., 2013).”

    From The impact of digital technology, social media, and artificial intelligence on cognitive functions: a review (2023) · cites this paper as Anguera et al., 2013

    The paper reports improved working memory and sustained attention in older adults after training with NeuroRacer. But it describes NeuroRacer as a custom-designed multitasking game, not an action video game; the claim misidentifies the type of game studied. The relevant passages are in the main text; page numbers are unavailable in our copy. (LLM, conf=0.90)

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  • Engaging with digital technology, particularly brain-training apps and interactive games, has been found to have positive effects on cognitive abilities in older adults.

    “Engaging with digital technology, particularly brain-training apps and interactive games, has been found to have positive effects on cognitive abilities in older adults as well (Anguera et al., 2013).”

    From The impact of digital technology, social media, and artificial intelligence on cognitive functions: a review (2023) · cites this paper as Anguera et al., 2013

    The article body reports that training with the custom-designed NeuroRacer video game improved multitasking, sustained attention, and working memory in older adults (passages 3 and 5; page not specified). It does not establish benefits from digital technology or brain-training apps generally; it also notes a lack of transfer after nonspecific online cognitive exercises (passage 2). (LLM, conf=0.85)

    Experimental — accuracy not yet measured
  • Multitasking training with NeuroRacer improved other cognitive skills, including working memory and divided and sustained attention.

    “Moreover, the multitasking training improved other cognitive skills, including working memory and divided and sustained attention.”

    From Brain health consequences of digital technology use (2020) · cites this paper as [49]

    The paper’s results report significant improvements in working memory and sustained attention after NeuroRacer multitasking training (main text, page unavailable). It lists divided attention among the abilities assessed, but describes improvement on the dual-tasking measure only as a statistical trend, not an established training benefit. (LLM, conf=0.88)

    Experimental — accuracy not yet measured
  • Video game training improves spatial reasoning and cognitive flexibility, especially in older adults.

    “These tools improved spatial reasoning and cognitive flexibility, especially in older adults.”

    From Cognitive benefits and risks of digital technology engagement (2025) · cites this paper as [15]

    The paper’s main text reports that NeuroRacer training improved multitasking, sustained attention, and working memory in older adults. Those findings support a broader claim about cognitive control, but the cited passages do not establish improvements in spatial reasoning or specifically measure cognitive flexibility. (LLM, conf=0.84)

    Experimental — accuracy not yet measured
  • Recent evidence demonstrated that older adults who experienced cognitive gains after video game training also showed more efficient neural function through enhancement of EEG signal in regions associated with cognitive control.

    “recent evidence demonstrated that older adults who experienced cognitive gains after video game training also showed more efficient neural function through enhancement of electroencephalography (EEG) signal in regions associated with cognitive control (Anguera et al., 2013).”

    From Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function? (2016) · cites this paper as Anguera et al., 2013

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  1. [41]Berens P CircStat: A MATLAB Toolbox for Circular Statistics Journal of Statistical Software 2009 31 1 21

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Authors
Anguera, J. A., Boccanfuso, J., Rintoul, J. L., Al-Hashimi, O., Faraji, F., Janowich, J., Kong, E., Larraburo, Y., Rolle, C., Johnston, E., & Gazzaley, A.
Affiliations
University of California, San Francisco (US)
Corresponding author
  • Anguera, J. A.
  • Gazzaley, A.
Venue
Nature
Published
2013-09
Volume
501
Issue
7465
Pages
97-101
ISSN
  • 0028-0836 (ISSN-L)
  • 1476-4687
OpenAlex
W2078346039
Cited by
1,666
References
66
Citations by year
2026: 75 · 2025: 123 · 2024: 109 · 2023: 96 · 2022: 113 · 2021: 145 · 2020: 145 · 2019: 177 · 2018: 143 · 2017: 152 · 2016: 135 · 2015: 124 · 2014: 108 · 2013: 18
FWCI
173.85
Type
journal article
Language
en
Open access
Locations
  • Nature (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
  • RePEc: Research Papers in Economics (submittedVersion)
  • eScholarship (California Digital Library) (submittedVersion)
Funders
  • National Institute on Aging (R01AG040333, L30 AG040556)
  • National Institute of General Medical Sciences (T32GM008155)
Topics
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
  • Life Sciences › Neuroscience › Cognitive Neuroscience › Neural and Behavioral Psychology Studies
Keywords
cognitive control, multitasking, video game training, older adults, cognitive aging, neuroplasticity, sustained attention, working memory, frontal theta power, prefrontal cortex, cognitive enhancement, age-related cognitive decline, transfer of training, EEG
MeSH terms
Adult, Aged, Aged, 80 and over, Aging, Automobile Driving, Brain, Cognition, Electroencephalography, Humans, Male, Memory, Short-Term, Middle Aged, Neuropsychological Tests, Psychomotor Performance, Theta Rhythm, Time Factors, Video Games, Biomedical Enhancement, Young Adult

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