A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE AGED 50 AND OLDER. Ruth-Ann Styron, LRT, BCB East Carolina University. Objectives.
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Ruth-Ann Styron, LRT, BCB
East Carolina University
To learn about the current state of evidence-based research surrounding video games used for health and wellness.
To understand the need for effective interventions for declines in cognition.
To learn about how casual video games could be used to maintain and improve cognition.
To understand the methodology used for this study.
Positive effects of video games
in children before
surgery, as effective
as an oral sedative
(Patel et al., 2006)
in pain when
(Sharar et al., 2007)
(Jimison, Pavel, McKanna & Pavel, 2004)
(Fukuchi, Offutt, Sacks, & Mann, 2000).
Cognition deficits occur as people age.
Effective interventions to maintain and improve cognition are needed.
Current interventions have low compliance and little evidence-based research for effectiveness.
Playing Brain Age for 4 weeks
could lead to improved cognitive
functions in older adults
(Nouchi et al., 2012)
of cognitive interventions
shows limited support
(Vidovich & Almeida,
Measurement of Electrical Brain Activity - Electroencephalography (EEG)
Measurement of Physiological Stress - Heart Rate Variability (HRV)
Measurement of Breathing Rate – Respiration Strap
Patel, A., Schieble, T., Davidson, M., Tran, M. C. J., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Pediatric Anesthesia, 16, 1019–1027.
Sharar, S., Carrougher, G., Nakamura, D., Hoffman, H., Blough, D., & Patterson, D. (2007). Factors influencing the efficacy of virtual reality distraction analgesia during postburn physical therapy: Preliminary results from 3 ongoing studies. Archives of Physical Medicine and Rehabilitation,88, s43–s49.
Jimison, H.B., Pavel, M., McKanna, J. and Pavel, J. (2004). Unobtrusive monitoring of computer interactions to detect cognitive status in elders. IEEE Transactions on Information Technology in Biomedicine, 8(3), 248-252.
Fukuchi, S., Offutt, L., Sacks, J., & Mann, B. (2000). Teaching a multidisciplinary approach to cancer treatment during surgical clerkship via an interactive board game. The American Journal of Surgery, 179, 337–340.
Nouchi, R., Yasuyuki, T., Hikaru, T., Hiroshi, H., Yuko, A., Yayoi, S.,… Ryuta, K. (2012). Brain training game improves executive functions and processing speed in the elderly: A randomized controlled trial. Plos One, 7(1), e29676. doi: 10.1371/journal.pone.0029676
Vidovich, M., & Almeida, O. (2011). Cognition-focused interventions for older adults: The state of play. Australasian Psychiatry, 19(4), 313-316. doi: 10.3109/10398562.2011.579973