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Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial

Overview of attention for article published in Frontiers in Aging Neuroscience, November 2017
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About this Attention Score

  • Above-average Attention Score compared to outputs of the same age (63rd percentile)
  • Above-average Attention Score compared to outputs of the same age and source (60th percentile)

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Title
Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial
Published in
Frontiers in Aging Neuroscience, November 2017
DOI 10.3389/fnagi.2017.00354
Pubmed ID
Authors

Soledad Ballesteros, Julia Mayas, Antonio Prieto, Eloísa Ruiz-Marquez, Pilar Toril, José M. Reales

Abstract

Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.

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Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 249 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 249 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 46 18%
Student > Master 41 16%
Student > Ph. D. Student 21 8%
Student > Doctoral Student 17 7%
Researcher 10 4%
Other 29 12%
Unknown 85 34%
Readers by discipline Count As %
Psychology 72 29%
Neuroscience 19 8%
Nursing and Health Professions 17 7%
Computer Science 8 3%
Medicine and Dentistry 7 3%
Other 26 10%
Unknown 100 40%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. 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 25 November 2017.
All research outputs
#7,226,783
of 23,007,887 outputs
Outputs from Frontiers in Aging Neuroscience
#2,602
of 4,843 outputs
Outputs of similar age
#119,080
of 329,175 outputs
Outputs of similar age from Frontiers in Aging Neuroscience
#43
of 110 outputs
Altmetric has tracked 23,007,887 research outputs across all sources so far. This one has received more attention than most of these and is in the 68th percentile.
So far Altmetric has tracked 4,843 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.1. This one is in the 45th percentile – i.e., 45% of its peers scored the same or lower than it.
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 329,175 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 63% of its contemporaries.
We're also able to compare this research output to 110 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 60% of its contemporaries.