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Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness

Overview of attention for article published in Frontiers in Psychology, January 2013
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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 (95th percentile)
  • High Attention Score compared to outputs of the same age and source (84th percentile)

Mentioned by

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35 X users
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1 Q&A thread

Citations

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139 Dimensions

Readers on

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264 Mendeley
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Title
Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness
Published in
Frontiers in Psychology, January 2013
DOI 10.3389/fpsyg.2013.00031
Pubmed ID
Authors

Walter R. Boot, Michael Champion, Daniel P. Blakely, Timothy Wright, Dustin J. Souders, Neil Charness

Abstract

Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a "brain fitness" game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants' ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.

X Demographics

X Demographics

The data shown below were collected from the profiles of 35 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 264 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 4 2%
United States 3 1%
Germany 2 <1%
Italy 1 <1%
Sweden 1 <1%
France 1 <1%
Mexico 1 <1%
Netherlands 1 <1%
Canada 1 <1%
Other 1 <1%
Unknown 248 94%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 52 20%
Student > Master 39 15%
Student > Bachelor 37 14%
Researcher 30 11%
Student > Doctoral Student 19 7%
Other 44 17%
Unknown 43 16%
Readers by discipline Count As %
Psychology 102 39%
Computer Science 20 8%
Medicine and Dentistry 19 7%
Neuroscience 12 5%
Agricultural and Biological Sciences 9 3%
Other 45 17%
Unknown 57 22%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 25. 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 16 October 2020.
All research outputs
#1,488,145
of 25,002,811 outputs
Outputs from Frontiers in Psychology
#3,045
of 33,774 outputs
Outputs of similar age
#13,258
of 293,054 outputs
Outputs of similar age from Frontiers in Psychology
#148
of 969 outputs
Altmetric has tracked 25,002,811 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 33,774 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.1. This one has done particularly well, scoring higher than 90% 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 293,054 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 95% of its contemporaries.
We're also able to compare this research output to 969 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 84% of its contemporaries.