Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
Open accessAbstract
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.
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Eight studies used serious games that were designed as such, and two studies used an existing entertainment game for a serious purpose (purpose-shifted).
“Eight studies used serious games that were designed as such (34, 35, 58–63). Two studies used an existing entertainment game for a serious purpose (purpose-shifted) (48, 64).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
Six studies used serious games in the cognition training genre.
“Six studies used serious games in the cognition training genre (48, 58, 59, 61, 63, 65).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
The group targeting cognitive functioning-related symptoms showed a large significant effect [g = 0.79 (95% CI 0.36-1.21, P < 0.05, NNT = 2.36)].
“The group targeting cognitive functioning-related symptoms such as lower attentional ability (58, 61) showed a large significant effect [g = 0.79 (95% CI 0.36–1.21, P < 0.05, NNT = 2.36)].”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
Two studies targeted cognitive functioning symptoms, meaning limited attention capacity due to impairment and age-related decline in cognitive performances including working memory, speed of processing, and cognitive control.
“Two studies targeted cognitive functioning symptoms (58, 61), meaning limited attention capacity due to impairment (61) and age-related decline in cognitive performances including working memory, speed of processing, and cognitive control (58).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
Four studies had a high likelihood of incomplete outcome data.
“Four studies had a high likelihood of incomplete outcome data (35, 58, 60, 63).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
Cognitive functioning was targeted in two studies.
“Cognitive functioning was targeted in two studies (58, 61).”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
The non-clinical group had an effect size [g = 0.68 (95% CI 0.26-1.09, NNT = 2.70)].
“the non-clinical group (34, 48, 58, 64) [g = 0.68 (95% CI 0.26–1.09, NNT = 2.70)]”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
The adult group (18+) had an effect size [g = 0.53 (95% CI 0.07-0.99, NNT = 3.42)].
“the adult group (18+) (48, 58, 64) [g = 0.53 (95% CI 0.07–0.99, NNT = 3.42)]”
From Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017) · cites this paper as [58]
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Self-citation
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Do “brain-training” programs work?
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A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects
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- Authors
- Ballesteros, S., Prieto, A., Mayas, J., Toril, P., Pita, C., Ponce de León, L., Reales, J. M., & Waterworth, J.
- Affiliations
- Universidad Nacional de Educación a Distancia (ES)
- Umeå University (SE)
- Corresponding author
- Ballesteros, Soledad
- Venue
- Frontiers in Aging Neuroscience
- Publisher
- Frontiers Media SA
- Published
- 2014-10-14
- Volume
- 6
- Pages
- 277-277
- ISSN
- 1663-4365 (ISSN-L)
- PMC
- PMC4196565
- OpenAlex
- W2008634385
- Cited by
- 189
- References
- 124
- Citations by year
- 2026: 7 · 2025: 8 · 2024: 16 · 2023: 15 · 2022: 16 · 2021: 22 · 2020: 27 · 2019: 20 · 2018: 23 · 2017: 14 · 2016: 11 · 2015: 9 · 2014: 1
- FWCI
- 16.19
- Type
- journal article
- Language
- en
- Open access
- gold
- doi.org
- Licence
- cc-by
- Locations
- Frontiers in Aging Neuroscience (publishedVersion, cc-by)
- Europe PMC (PubMed Central) (publishedVersion, cc-by)
- PubMed Central (publishedVersion, cc-by)
- PubMed (publishedVersion)
- KTH Publication Database DiVA (KTH Royal Institute of Technology) (submittedVersion, other-oa)
- DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
- Topics
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Abilities and Testing
- Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
- Health Sciences › Medicine › Psychiatry and Mental health › Dementia and Cognitive Impairment Research
- Keywords
- brain training, Lumosity, older adults, cognitive aging, processing speed, attention, visual recognition memory, subjective well-being, visuospatial working memory, executive function, transfer effects, cognitive decline
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