Effectiveness of the use of video games in the cognitive training of the elderly

Authors

  • Juan Navarro Guillén
  • Mª Carmen Zaragozà Biot
  • Mª Cristina Alfaro Royo
  • Rocío Sánchez Miguel
  • Carmen Natividad Cárdenas Beltrán
  • Oscar Fernández Alquézar

Keywords:

Elderly; Videogames; Cognition; Occupational therapy; Cognitive training; Public health.

Abstract

Objectives: This paper focuses on the main characteristics of aging and cognitive decline, considering also the aging process through the conceptual prism of biology (mechanisms of shortening of telomeres, cell oxidation and decrease in growth hormone segregation). The main objective was to study the effectiveness of the use of video games as occupational therapy intervention in the cognitive training of the elderly.

Methods: Literature review was carried out according to PRISMA guidelines. The PICO strategy was used for the research question construction and the literature search; the P would be equivalent to the target population (Elderly), the I would be equivalent to the intervention of the intervention group (Videogames), the C to the existence of a control group (Control) and the O to the objective or variable to be modified (Cognition). The search was done in different scientific databases: Medline (Pubmed), Academic Search Complete, Cinahl y Psycinfo (EBSCO), Ibecs y Lilacs (BVS) y OTSeeker.

Findings: The results are promising in terms of the effectiveness of video games in the cognitive training of the elderly. However, the effects varied in the different categories of video games.

Conclusions: The use of video games may be an effective occupational therapy intervention for the cognitive training of the elderly. New research is needed about the potential cognitive benefits of the different categories of video games.

Downloads

Download data is not yet available.

References

Strawbridge WJ, Wallagen MI. Self-related successful aging: correlates and predictors. In: Poon LW, Hall Gueldner S, Sprouse BM, eds. Successful Aging and Adaptation With Chronic Diseases. New York: Springer; 2003. p. 1-24.

Salech F. Mecanismos del envejecimiento. Medwave. 2009;9(12). http://doi.org/10.5867/medwave.2009.12.4307

Daselaar S, Cabeza R. Age-related changes in hemispheric organization. In: Cabeza R, Nyberg L, Park D, eds. Cognitive neurosciences of aging: linking cognitive and cerebral aging. Oxford: Oxford University Press; 2005. p. 325-353.

Ball K, Berch DB, Helmer KF, Jobe JB, Leveck MD, Marsiske M, et al. Effects of cognitive training interventions with older adults: A randomized controlled trial. Jama. 2002;288(18):2271-2281. https://doi.org/10.1001/jama.288.18.2271

Salthouse TA. What and When of Cognitive Aging. Curr. Dir. Psychol. Sci. 2004;13(4):140-144. https://doi.org/10.1111/j.0963-7214.2004.00293.x

Anguera JA, Gazzaley A. Video games, cognitive exercises, and the enhancement of cognitive abilities. Curr Opin Behav Sci. 2015;4:160-165. https://doi.org/10.1016/j.cobeha.2015.06.002

Kueider A, Parisi J, Gross A, Rebok G. Computerized Cognitive Training with Older Adults: A Systematic Review. PLoS ONE. 2012;7(7):e40588. https://doi.org/10.1371/journal.pone.0040588

Ballesteros S, Prieto A, Mayas J, Toril P, Pita C, Ponce de Lean L, et al. Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial. Front Aging Neurosci. 2014;6:277. https://doi.org/10.3389/fnagi.2014.00277

Mayas J, Parmentier F, Andrés P, Ballesteros S. Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial. PLoS ONE. 2014;9(3):e92269. https://doi.org/10.1371/journal.pone.0092269

Nouchi R, Taki Y, Takeuchi H, Hashizume H, Akitsuki Y, Shigemune Y, et al. Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial. PLoS ONE. 2012;7(1):e29676. https://doi.org/10.1371/journal.pone.0029676

Basak C, Boot W, Voss M, Kramer A. Can training in a real-time strategy video game attenuate cognitive decline in older adults?. Psychol Aging. 2008;23(4):765-777. https://doi.org/10.1037/a0013494

Ballesteros S, Mayas J, Prieto A, Ruiz-Marquez E, Toril P, Reales J. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front. Aging Neurosci. 2017;9:354. https://doi.org/10.3389/fnagi.2017.00354

Stern Y, Blumen H, Rich L, Richards A, Herzberg G, Gopher D. Space Fortress game training and executive control in older adults: A pilot intervention. Aging, Neuropsychology, and Cognition. 2011;18(6):653-677. https://doi.org/10.1080/13825585.2011.613450

Goldstein J, Cajko L, Oosterbroek M, Michielsen M, Van Houten, O, Salverda F. Video games and the elderly. Soc Behav Personal. 1997;25(4):345-352. https://doi.org/10.2224/sbp.1997.25.4.345

Cuzjek M, Vranic A. Computerized tabletop games as a form of a video game training for old-old. Aging Neuropsychol. Cogn. 2016;24(6):631-648. https://doi.org/10.1080/13825585.2016.1246649

Belchior P, Marsiske M, Sisco S, Yam A, Bavelier D, Ball K, et al. Video game training to improve selective visual attention in older adults. Comput Human Behay. 2013;29(4):1318-1324. https://doi.org/10.1016/j.chb.2013.01.034

West G, Zendel B, Konishi K, Benady-Chorney J, Bohbot V, Peretz I, et al. Playing Super Mario 64 increases hippocampal grey matter in older adults. PLoS ONE. 2017;12(12):e0187779. https://doi.org/10.1371/journal.pone.0187779

Downloads

Published

2019-12-09

How to Cite

Navarro Guillén, J., Zaragozà Biot, M. C. ., Alfaro Royo, M. C. ., Sánchez Miguel, . R., Cárdenas Beltrán, C. N. ., & Fernández Alquézar, O. . (2019). Effectiveness of the use of video games in the cognitive training of the elderly. Atena Journal of Public Health, 1, 1. Retrieved from https://atenajournals.com/index.php/ajph/article/view/8

Issue

Section

Articles