The DOI matches its Crossref record; 50 of the 50 references it cites were found in a registry or an index.
Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial
Open accessAbstract
BACKGROUND: The beneficial effects of brain training games are expected to transfer to other cognitive functions, but these beneficial effects are poorly understood. Here we investigate the impact of the brain training game (Brain Age) on cognitive functions in the elderly. METHODS AND RESULTS: Thirty-two elderly volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). This study was completed by 14 of the 16 members in the Brain Age group and 14 of the 16 members in the Tetris group. To maximize the benefit of the interventions, all participants were non-gamers who reported playing less than one hour of video games per week over the past 2 years. Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Each group played for a total of about 20 days. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into four categories (global cognitive status, executive functions, attention, and processing speed). Results showed that the effects of the brain training game were transferred to executive functions and to processing speed. However, the brain training game showed no transfer effect on any global cognitive status nor attention. CONCLUSIONS: Our results showed that playing Brain Age for 4 weeks could lead to improve cognitive functions (executive functions and processing speed) in the elderly. This result indicated that there is a possibility which the elderly could improve executive functions and processing speed in short term training. The results need replication in large samples. Long-term effects and relevance for every-day functioning remain uncertain as yet. TRIAL REGISTRATION: UMIN Clinical Trial Registry 000002825.
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“only 4 out of the 16 included studies were registered20,22,29,35”
From The use of commercial computerised cognitive games in older adults: a meta-analysis (2020) · cites this paper as [22]
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“Given that both executive functions and processing speed decrease with age [7,43] and that these functions are strongly correlated with the activities of daily life [44], one of main goals in the field of cognitive training for the elderly is to improve executive functions and processing speed.”
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Cited by
Do “brain-training” programs work?
Simons, D. J., Boot, W. R., Charness, N., Gathercole, S. E., Chabris, C. F., Hambrick, D. Z., & Stine-Morrow, E. A. L. (2016) · Psychological Science in the Public Interest · doi:10.1177/1529100616661983 · Cited by 1,183
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Video game training enhances cognition of older adults: A meta-analytic study.
Toril, P., Reales, J. M., & Ballesteros, S. (2014) · Psychology and Aging · doi:10.1037/a0037507 · Cited by 308
Gamification and Serious Games for Personalized Health
Simon, M. (2012) · Studies in Health Technology and Informatics · doi:10.3233/978-1-61499-069-7-85 · Cited by 301
Metadata
- Authors
- Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, Y., Sekiguchi, A., Kotozaki, Y., Tsukiura, T., Yomogida, Y., & Kawashima, R.
- Venue
- PLoS ONE
- Publisher
- Public Library of Science (PLoS)
- Published
- 2012-01-11
- Volume
- 7
- Issue
- 1
- Pages
- e29676
- ISSN
- 1932-6203 (ISSN-L)
- PMC
- PMC3256163
- OpenAlex
- W1973344691
- Cited by
- 347
- References
- 50
- FWCI
- 36.81
- Type
- journal article
- Language
- en
- Open access
- gold
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- Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Akitsuki, Y., Shigemune, Y., Sekiguchi, A., Kotozaki, Y., Tsukiura, T., Yomogida, Y., & Kawashima, R. (2012). Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial. PLoS ONE. https://doi.org/10.1371/journal.pone.0029676
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