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Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

Overview of attention for article published in Frontiers in Aging Neuroscience, October 2014
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About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (94th percentile)
  • High Attention Score compared to outputs of the same age and source (95th percentile)

Mentioned by

blogs
2 blogs
twitter
14 X users
peer_reviews
1 peer review site
facebook
3 Facebook pages

Citations

dimensions_citation
134 Dimensions

Readers on

mendeley
497 Mendeley
citeulike
1 CiteULike
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Title
Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial
Published in
Frontiers in Aging Neuroscience, October 2014
DOI 10.3389/fnagi.2014.00277
Pubmed ID
Authors

Soledad Ballesteros, Antonio Prieto, Julia Mayas, Pilar Toril, Carmen Pita, Laura Ponce de León, José M. Reales, John Waterworth

Abstract

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.

X Demographics

X Demographics

The data shown below were collected from the profiles of 14 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 497 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 3 <1%
United Kingdom 2 <1%
Spain 2 <1%
Italy 1 <1%
Australia 1 <1%
Mexico 1 <1%
France 1 <1%
Japan 1 <1%
Netherlands 1 <1%
Other 0 0%
Unknown 484 97%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 98 20%
Student > Master 81 16%
Student > Ph. D. Student 72 14%
Researcher 47 9%
Student > Doctoral Student 36 7%
Other 68 14%
Unknown 95 19%
Readers by discipline Count As %
Psychology 156 31%
Medicine and Dentistry 51 10%
Neuroscience 32 6%
Nursing and Health Professions 26 5%
Computer Science 25 5%
Other 88 18%
Unknown 119 24%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 29. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 11 December 2019.
All research outputs
#1,279,834
of 24,584,609 outputs
Outputs from Frontiers in Aging Neuroscience
#302
of 5,282 outputs
Outputs of similar age
#14,375
of 261,124 outputs
Outputs of similar age from Frontiers in Aging Neuroscience
#4
of 74 outputs
Altmetric has tracked 24,584,609 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 94th percentile: it's in the top 10% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 5,282 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.3. This one has done particularly well, scoring higher than 94% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 261,124 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 94% of its contemporaries.
We're also able to compare this research output to 74 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 95% of its contemporaries.