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Grant proposal topic specific aims and bibliography

Last reviewed: May 31, 2017 ~7 min read

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

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.

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.

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 the Lumosity package available in the markets had on subjective wellness and a succession of cognitive functions that deteriorate with age. The study involved two clusters of hale and hearty elderly individuals. Outcomes corroborated the notion that elderly individual training using such non-action games improves a few, but not all, cognitive abilities.

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.

Rehabilitation after injuries to the brain often concentrate on reclaiming use of the patient's affected hands and legs. Researchers recruited 3 patients with brain injury. They collected post- and pre- training psychometric concentration and memory measures, in addition to qualitative user experience assessments.

Friedrich, E. V., Suttie, N., Sivanathan, A., Lim, T., Louchart, S., & Pineda, J. A. (2014). Brain -- computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum. Frontiers in Neuroengennering, 3;7:21.

The authors of this research work developed an inventive game encompassing social interactions which offers body- and neural- based feedback directly related to both reinforced behaviour and the causal importance of trained signals. The paper's conclusion puts forward the idea that combining biofeedback and neuro feedback training might be more successful as compared to conventional approaches, and ends with describing a novel game interface developed expressly to serve this end.

Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66.

Granic and colleagues summed up an investigation into the positive impacts of video game-playing, concentrating on the following 4 key domains: social, emotional, motivational and cognitive. By combining insights from media, developmental, social and positive psychology, the researchers offer certain candidate mechanisms using which video game-playing can promote actual psychosocial advantages.

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

This article has been composed in the form of a critical appraisal of empirical assessments of publicly-accessible cognitive training e-initiatives. Researchers ultimately established that proofs indicate e-cognitive training can have positive effects on an individuals' sense of self-effectiveness and social connectivity.

Kuhn, S., Gleich, T., Lorenz, R. C., Lindenberger, U., & Gallinat, J. (2014). Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game. Molecular psychiatry, 19(2), 265-271.

This research's authors compared a training and control group (the former received training for a duration of 60 days (minimum half an hour daily) using a platformer video game) and discovered a substantial growth in gray matter within the former's right hippocampus, bilateral cerebellum and right prefrontal dorsolateral cortex. Hence, they assert that the training proposed can help thwart proven mental illness-related risk factors.

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

This research work attempted at quantitatively assessing whether or not computerized cognitive training initiatives were capable of bettering cognition among healthy aged persons, ascertaining key design elements, and distinguishing between non-responsive and nonresponsive cognitive domains. The authors arrived at the conclusion that such initiatives were fairly successful in enhancing this age group's cognitive performance. However, effectiveness differs for diverse cognitive domains; it is guided primarily by choice of design.

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.

This research work studies the effect the Brain Age game has on aged individuals' cognitive functions. Findings reveal that playing the game for a month has the potential to enhance processing pace and executive functions (which are cognitive functions) among older adults. It is likely that aged individuals can enhance their processing pace and executive functions through short-run brain training.

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.

This paper represents a meta-analysis which explores the premise that training hale and hearty elderly individuals using video games improves cognitive functioning. Study findings indicate that neural and cognitive plasticity is preserved to some certain degree among aged individuals. Elderly individual training using video games improves numerous cognitive aspects and can prove to be a beneficial cognitive improvement intervention.

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PaperDue. (2017). Grant proposal topic specific aims and bibliography. PaperDue. https://www.paperdue.com/essay/elderly-showing-early-signs-of-dementia-essay-2168331

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