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Resumen de Efectos del entrenamiento con videojuegos en atención y memoria en adultos jóvenes y mayores: Medidas conductuales

Eloisa Ruiz Márquez

  • This Thesis is organized in 7 chapters: the theoretical framework, the cognitive changes associated with normal and pathological aging and the contribution of video games programs to prevent the cognitive decline at different age stages, two publications of the interventions with video games in young and older adults, and the main conclusions of the current work.

    The number of publications related to the effects of video-game training has increased substantially in recent decades, from 15 papers per year during the 90s, to 350 papers in 2015 (Palaus, Marron, Viejo-Sobera, & Redolar-Ripoll, 2017). Video games have many advantages in terms of availability, engagement and cost (Joddrell & Astell, 2016; Burgers, Eden, Van Engelenburg, & Buningh, 2015) but their neurocognitive benefits are still subject to debate. Some authors found positive results derived from video game training (Cain, Landau, & Shimamura, 2012; Shawn Green & Bavelier, 2003; Mondéjar, Hervás, Johnson, Gutierrez, & Latorre, 2016), while others could not replicate them or find any benefit (Irons, Remington, & McLean, 2011; Kable et al. 2017; Murphy & Spencer, 2009).

    Due to this lack of consensus in the literature about the neurocognitive benefits of video-game training, many studies have pointed out the importance of using an appropriate methodological approach for these kinds of interventions. “The gold standard design” consists in a double blinded study with randomization of participants and an appropriate active control group that matches the experimental group, where placebo effects depending on motivation, engagement and expectations are controlled, and which measures the transfer of learning from the intervention to the neurocognitive functions under study (Boot et al., 2011; Boot & Simons, 2012; Boot et al., 2013; Simons et al., 2016; Shawn Green, Strobach, & Schubert, 2014; Dale & Shawn Green, 2017; García- Betances, Cabrera-Umpiérrez, & Arredondo, 2017; Schubert, Strobach, & Karbach, 2014; Seitz, 2018).

    Trying to follow these guidelines, we conducted two randomized interventions to analyze the effects of brain-game training on memory and attentional functions in young and older adults.

    A recent meta-analysis of action video game training studies found that healthy young and older adults benefited from training in overall and specific cognitive domains, but that young adults benefited more than older adults (Wang et al., 2017). It has been studied that brain neuroplasticity continues throughout the lifespan, but how the changes are regulated depends on age (Kolb & Muhammad, 2014; Merzenich, Van Vleet, & Nahum, 2014).

    Neurocognitive decline associated with normal aging mainly affects memory (working memory, episodic memory, information retrieval and consolidation), executive functions (decision making, problem solving and mental control), attentional networks (selective and divided attention and visuospatial abilities) and reaction times. Thus, it is a priority to investigate the effects of cognitive stimulation programs and optimize them. Among these programs, video games offer many advantages because they are enjoyable, adaptive and engaging for aging people (Chesham, Wyss, Müri, Mosimann, & Nef, 2017) Moreover, neurocognitive deficits associated with normal aging usually occur in pathological aging, with differences in degree, intensity, frequency and temporal distribution (de Flores, La Joie, & Chételat, 2015; Hullinger & Puglielli, 2017). It is therefore essential to study normal and pathological aging, the mechanisms that these processes share, and the stimulation programs that could help to avoid or attenuate them.

    We firstly conducted an intervention with healthy older adults to measure the effects of non-action adaptive mental games on the cognition of older and young participants, specifically working memory, selective attention, distraction and response inhibition. The results showed that brain games and other kinds of video games such as simulation games could positively benefit the attention and working memory of older adults, but the effects are moderate in terms of near and far transfer of learning. However, older adults showed no gains in inhibitory control after training with non-action video games.

    Then, we conducted a second intervention with adults aging between 18 and 35 years old. Analysis showed that young adults can transfer learning from non-action adaptive brain games to attention and visuo-spatial working memory with moderate effect sizes, and the positive results could also be obtained with other non-action video games such as simulation games. Nonetheless, playing non-action video games did not improve inhibition responses in young adults either. However, as we did not have a non- intervention control group, we cannot conclude that adaptive non-active video games had an effect. Future studies should include both an active control group and a no-contact group.

    REFERENCES Boot, W. R., & Simons, D. J. (2012). Advances in video game methods and reporting practices (but still room for improvement): A commentary on Strobach, Frensch, and Schubert (2012). Acta Psychologica, 141(2), 276–277. doi.org/10.1016/J.ACTPSY.2012.06.011 Boot, W. R., Blakely, D. P., & Simons, D. J. (2011). Do action video games improve perception and cognition? Frontiers in Psychology, 2, 226. doi.org/10.3389/fpsyg.2011.00226 Boot, W. R., Champion, M., Blakely, D. P., Wright, T., Souders, D. J., & Charness, N. (2013). Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness. Frontiers in Psychology, 4(February), 1–9. doi:10.3389/fpsyg.2013.00031 Burgers, C., Eden, A., van Engelenburg, M. D., & Buningh, S. (2015). How feedback boosts motivation and play in a brain-training game. Computers in Human Behavior, 48, 94–103. doi.org/10.1016/J.CHB.2015.01.038 Cain, M. S., Landau, A. N., & Shimamura, A. P. (2012). Action video game experience reduces the cost of switching tasks. Attention, Perception, and Psychophysics, 74(4), 641–647. doi:10.3758/s13414-012-0284-1 Chesham, A., Wyss, P., Müri, R. M., Mosimann, U. P., & Nef, T. (2017). What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

    JMIR Serious Games, 5(2), e8. doi:10.2196/games.7025 Dale, G., & Shawn Green, C. (2017). The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance. Journal of Cognitive Enhancement, 1(3), 280–294. doi:10.1007/s41465-017-0015-6 De Flores, R., La Joie, R., & Chételat, G. (2015). Structural imaging of hippocampal subfields in healthy aging and Alzheimer’s disease. Neuroscience, 309, 29–50. doi:10.1016/j.neuroscience.2015.08.033 García-Betances, R. I., Cabrera-Umpiérrez, M. F., & Arredondo, M. T. (2017).

    Computerized neurocognitive interventions in the context of the brain training controversy. Reviews in the Neurosciences, 29(1), 55–69. doi:10.1515/revneuro-2017-0031 Green, C. S., Strobach, T., & Schubert, T. (2014). On methodological standards in training and transfer experiments. Psychological Research, 78(6), 756–772. doi.org/10.1007/s00426-013-0535-3 Hullinger, R., & Puglielli, L. (2017). Molecular and cellular aspects of age-related cognitive decline and Alzheimer’s disease. Behavioural Brain Research, 322, 191–205. doi:10.1016/j.bbr.2016.05.008 Irons, J. L., Remington, R. W., & mclean, J. P. (2011). Not so fast: Rethinking the effects of action video games on attentional capacity. Australian Journal of Psychology, 63(4), 224–231. doi.org/10.1111/j.1742-9536.2011.00001.x Joddrell, P., & Astell, A. J. (2016). Studies Involving People With Dementia and Touchscreen Technology: A Literature Review. JMIR Rehabilitation and Assistive Technologies, 3(2), e10. doi:10.2196/rehab.5788 Kable, J. W., Caulfield, M. K., Falcone, M., mcconnell, M., Bernardo, L., Parthasarathi, T., … Lerman, C. (2017). No Effect of Commercial Cognitive Training on Brain Activity, Choice Behavior, or Cognitive Performance. The Journal of Neuroscience : The Official Journal of the Society for Neuroscience, 37(31), 7390–7402. doi.org/10.1523/JNEUROSCI.2832-16.2017 Kolb, B., & Muhammad, A. (2014). Harnessing the power of neuroplasticity for intervention. Frontiers in Human Neuroscience, 8, 377. doi:10.3389/fnhum.2014.00377 Merzenich, M. M., Van Vleet, T. M., & Nahum, M. (2014). Brain plasticity-based therapeutics. Frontiers in Human Neuroscience, 8, 385. doi:10.3389/fnhum.2014.00385 Mondéjar, T., Hervás, R., Johnson, E., Gutierrez, C., & Latorre, J. M. (2016).

    Correlation between videogame mechanics and executive functions through EEG analysis. Journal of Biomedical Informatics, 63, 131–140. doi:10.1016/j.jbi.2016.08.006 Murphy, K., Spencer, A. (2009). Playing video games does not make for better visual attention skills. Journal of Articles in Support of the Null Hypothesis, 6(1), 1– 20. doi.org/10.1007/s11199-007-9332-z Palaus, M., Marron, E. M., Viejo-Sobera, R., & Redolar-Ripoll, D. (2017). Neural Basis of Video Gaming: A Systematic Review. Frontiers in Human Neuroscience, 11, 248. doi.org/10.3389/fnhum.2017.00248 Schubert, T., Strobach, T., & Karbach, J. (2014). New directions in cognitive training: on methods, transfer, and application. Psychological Research, 78(6), 749–755. doi:10.1007/s00426-014-0619-8 Seitz, A. R. (2018). A New Framework of Design and Continuous Evaluation to Improve Brain Training. Journal of Cognitive Enhancement, 2(1), 78–87. doi:10.1007/s41465-017-0058-8 Shawn Green, C., and Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534–537. doi:10.1038/nature01647 Simons, D. J., Boot, W. R., Charness, N., Gathercole, S. E., Chabris, C. F., Hambrick, D. Z., & Stine-Morrow, E. A. L. (2016). Do “Brain-Training” Programs Work? Psychological Science in the Public Interest, 17(3), 103–186. doi.org/10.1177/1529100616661983 Wang, P., Zhu, X.-T., Liu, H.-H., Zhang, Y.-W., Hu, Y., Li, H.-J., & Zuo, X.-N. (2017).

    Age-Related Cognitive Effects of Videogame Playing Across the Adult Life span. Games for Health Journal. https://doi.org/10.1089/g4h.2017.0005


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