Elderly Showing Early Signs of Dementia Essay

  • Length: 2 pages
  • Sources: 5
  • Subject: Psychology
  • Type: Essay
  • Paper: #94615915

Excerpt from Essay :

Brain training with non-action video games and its effects on brain health among the elderly showing early signs of dementia

Specific Aims



Past researches have revealed the potential contribution of video game-playing to the improvement of certain cognitive functions among healthy aged individuals (Lampit, Hallock & Valenzuela, 2014; Jak, Seelye & Jurick, 2013). Drawn by the above results reached by scholars in the field, game-making firms have developed and released several kinds of games aimed at brain training (for instance, Brain Age, Brain Challenge and Big Brain Academy). Ever since their earliest releases into the gaming market, games of this sort have enjoyed immense popularity worldwide (Toril, Reales & Ballesteros, 2014; Nouchi et al., 2013). Among the anticipated advantages of such games is improved cognitive functions (for instance, recall, processing pace, executive function, and concentration), indicated often using the term 'transfer effect'.



This research project specifically aims at examining the advantages of brain training games on aged individuals displaying the initial symptoms of dementia. Scholars have proven that participating in cognition-related activities impacts cognitive impairment inception and occurrence (Connor & Shaw, 2016; Lampit et al., 2014). Further, participating in such cognitive pursuits (even those linked to digital games) can probably aid aged persons without dementia in improving or at least maintaining their cognitive abilities. Hence, this research attempts to determine the likely advantages brain training has in deferring or suppressing clinical dementia onset in aged persons.

References



Connor, B. B., & Shaw, C. A. (2016). Case study series using brain-training games to treat attention and memory following brain injury. Journal of Pain Management, 9(3), 217-226.



Jak, A., Seelye, A., & Jurick, S. (2013). Crosswords to Computers: A Critical Review of Popular Approaches to Cognitive Enhancement. Neuropsychology Review, 23(1), 13. doi:10.1007/s11065-013-9226-5



Lampit, A., Hallock, H., & Valenzuela, M. (2014). Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers. Plos Medicine, 11(11), 1-18. doi:10.1371/journal.pmed.1001756



Nouchi, R., Taki, Y., Takeuchi, H., Hashizume, H., Nozawa, T., Kambara, T.,. .. & Kawashima, R. (2013). Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial. PloS one, 8(2), e55518.



Toril, P., Reales, J. M., & Ballesteros, S. (2014). Video game training enhances cognition of older adults: A meta-analytic study. Psychology and Aging, 29(3), 706-716.

Annotated Bibliography



Aristotle University Of, T., Greek Association for Alzheimer Disease and Related, D., Instituto, P., & Virtual Reality Medical Center, U. (2015). Cognitive/Physical Computer-Game Blended Training with Personalized Brain Network Activation Technology for the Elderly (AlterniityAR).



This paper addresses a new Virtual Reality Interface offering whole-body involvement "Alterniity AR." More precisely, it provides computer-based exercises mixed together with gaming activities. Authors examined the influence likely moderating factors had on both discrete training schemes and exercise-generated cognitive advantages.



Ballesteros, S., Prieto, A., Mayas, J., Toril, P., Pita, C., de Leon, L. P., &. .. Waterworth, J. (2015). Corrigendum: Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial. Front. Aging Neurosci. 7:82. doi: 10.3389/fnagi.2015.00082



Ballesteros and colleagues' randomized controlled research scrutinized the impacts twenty video game (non-action) sessions of 60-min duration using games chosen from…

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