Video Gaming in Older People: What Are the Implications for Cognitive Functions?
Abstract
:1. Introduction
2. Materials and Methods
((Video games) AND ((elderly) OR (older people) OR (aged) OR (dementia) OR (fall prevention) OR (psychiatric rehabilitation) OR (cognitive impairment) OR (cognitive functions) OR (cognition) OR ((psychiatric disorders) AND ((elderly) OR(older people) OR (aged)))))
2.1. Inclusion Criteria
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- Original research, editorials, and case reports were accepted
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- All research examining how video game-based intervention affected a clinically meaningful and health-promoting health outcome was included
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- The included studies used objective and reproducible measures to evaluate the results of the intervention, as well as neurocognitive and neuropsychological tests
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- The included studies had their full text available in English
2.2. Exclusion Criteria
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- Reviews or meta-analyses were not accepted
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- If the suggested intervention did not fit the standard description of a video game, the study was excluded
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- Research that omitted disclosure of how the intervention affected the participants’ cognitive performance was excluded
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- Studies that did not use objective and reproducible measures to evaluate intervention outcomes were excluded
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- Articles not available in English were excluded
3. Results
3.1. Video Games to Enhance Cognitive Functions in Older Subjects
3.2. Video Games in Mild Cognitive Impairment and Dementia
3.3. Video Games for Fall Prevention in the Older Subjects
3.4. Video Games for Psychiatric Disorders in Older Subjects
4. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Authors | Sample | Intervention | Measures | Results |
---|---|---|---|---|
Basak et al. (2008) [44] | Total sample: n = 39; experimental group: n = 20, (mean age: 69.10 ± 6.06); control group: n = 19, (mean age: 70.05 ± 4.94). | Sessions of real-time strategy video game for a total of 23.5 h | Executive control tasks (operation span, task switching, N-back test, visual short-term memory, Raven’s Advanced Matrices, stopping task) and visuo-spatial attentional tasks (functional field of view, attentional blink, enumeration, mental rotation) | Modest but positive effects of playing real-time strategy games on executive control functions |
Van Muijden et al. (2012) [36] | Total sample: n = 72 (F = 32; M = 40); experimental group: n = 53 (F = 28; M = 25, mean age: 67.8 ± 3.8); control group: n = 19 (F = 4, M = 15, mean age: 67.2 ± 3.4) | Experimental group: playing cognitive games; Control group: answering documentary quizzes | MMSE, Stroop Color-Word Test, Stop-Signal Test, counting span, Mental Counters task, Useful Field of View Test, Raven-SPM, Global-Local Switching Test, Smiling Faces Switching Test, Test of Attentional Performance | Greater improvement in response inhibition and inductive reasoning in subjects playing video games. Measures of other cognitive control aspects did not significantly differ. |
Buitenweg et al. (2017) [42] | Total sample: n = 158; frequent switching: n = 64 (F = 41; M = 23; mean age: 67.8 ± 5.0); infrequent switching: n = 36 (F = 23; M = 13; mean age: 67.9 ± 5.4); controls: n = 58 (F = 31; M = 27; mean age: 67.6 ± 5.1) | Cognitive training: nine games in three domains (reasoning, working memory, and attention); FS: ten games of 3 min each; IS: three games of 10 min each Mock training: four games played in sessions of three games of 10 min each | Stop-signal task, SSRT, D-KEFS TMT, TMT-B/A, drag-and-drop task, drag-to-grid task, click task, DSC, Neurotask BV, ToL, Raven-SPM, Shipley Institute of living scale-2, Corsi block tapping task, PASAT, Operation Span, RAVLT, LNS, CIS-F, HADS-D | Significant improvement in the overall sample |
Belchior et al. (2019) [50] | Total sample: n = 54, mean age 63 ± 6; experimental group: n = 17; computer training: n = 19; control group: n = 18 | Experimental group: 3 months of home practice for 60 h of Crazy Taxi Computer training: 3 months of home practice for 60 h of Crazy Taxi | Primary outcomes: speed, divided attention, selective attention, same-different. Secondary outcomes: visual attention influenced by video games, visual spatial skills, everyday function, subjective functioning | Improvement in both training groups. In computer training, greater improvement in visual attention and processing speed; other benefits in Crazy Taxi group |
Goldstein et al. (1997) [43] | Total sample: n = 22; experimental group: n = 10, mean age: 76.5 ± 3.8; control group: n = 12, mean age: 78.7 ± 6.4 | Super Tetris for 5 h a week for 5 weeks | Sternberg Test, Stroop Color Word Test | Significant improvement in experimental group in reaction times. Significant improvement in cognitive adaptability compared to the baseline. |
Basak et al. (2008) [44] | Total sample: n = 39; experimental group: n = 20, mean age 69.10 ± 6.06; control group: n = 19, mean age: 70.05 ± 4.94. | Sessions of real-time strategy video game for a total of 23.5 h | Executive control tasks (operation span, task switching, N-back test, visual short-term memory, Raven’s Advanced Matrices, stopping task) and visuo-spatial attentional tasks (functional field of view, attentional blink, enumeration, mental rotation) | Modest but positive effects of playing real-time strategy games on executive control functions |
Rosemberg et al. (2010) [45] | Total sample: n = 19, mean age: 78.7 ± 8.7 | 12 weeks of 35 minute-long weekly sessions of Nintendo’s Wii Sports games | QIDS; BAI; RBANS | Notable improvements in depression symptoms, cognitive function, and general mental wellness. |
Brem et al. (2010) [46] | Experimental group: n = 16 (F = 10, M = 6, mean age 66.1 ± 9.3); control group: n = 16 (F = 10, M = 6, mean age: 69.9 ± 13.9) | 30 minute-long daily sessions of video gaming | Kurztest fur Allgemeine Intelligenz, 12-item Short Form health survey, Neuroticism-extroversion-openness five factor inventory, patient reported outcom scale | Notable enhancements in working memory and fluid intelligence in the playing group. |
Gamberini et al. (2010) [47] | Older adults | Nintendo Wii video games and standardized paper and pencil (PP) neuropsychological tests after 1 week of video gaming sessions | Cognition, memory, and attention were assessed | A positive correlation was found between video games and PP neuropsychological tests, except the digit span. |
Peretz et al. (2011) [48] | Total sample: n = 121, F = 77, M = 44, mean age: 68 ± 7 | 24 sessions of 20–30 min of computer games, thrice a week, for 3 months | NexAde cognitive test battery, Geriatric Depression Scale | Enhanced cognitive flexibility, memory recognition, and focused and sustained attention. |
Maillot et al. (2012) [49] | Total sample: n = 30; experimental group: n = 15, mean age: 73.47 ± 4.10; control group: n = 15, mean age: 73.47 ± 3.00 | 24 one-hour training sessions with Wii Sports, Wii Fit, and and Mario and Sonic Olympics games | Trail making test, Stroop color word interference test, Letter sets test, matrix reasoning test, digit symbol substitution test, spatial span test, directional heading test, mental rotation test, cancellation test, number comparison test, reaction time test, plate tapping test | Subjects who underwent the training showed a significant improvement in cognitive measures such as executive control and processing speed, but not in visuospatial measures. |
Chuang et al. (2015) [54] | Total sample: F = 26; DDR group: F = 7, mean age: 69.43 ± 3.82; BW group: F = 11, mean age: 67.01 ± 1.67; control group: F = 8, mean age: 68.25 ± 3.96 | DDR group: three sessions of 30 min exercise with DDR BW group: three sessions of 30 min of BW | Flanker task | Improved inhibitory control in DDR and BW groups. No significant differences between DDR and BW groups. |
Bacha et al. (2018) [53] | Total sample: n = 46, mean age: 69.3 ± 5.34; experimental group: n = 23; control group: n = 23 | 14 one-hour long training sessions, twice a week, with Kinect Adventures Games | MoCA | No differences in MoCA test improvements between groups. |
Guimaraes et al. (2018) [55] | Total sample: n = 27; experimental group: n = 13 (F = 10, M = 3, mean age: 60.0 ± 4.0); control group: n = 14 (F = 6, M = 8, mean age: 60.7 ± 3.6) | A session three times a week for 12 weeks | CogState battery | Similar improvement in the cognitive functions of both groups. |
Taylor et al. (2021) [51] | Total sample: n = 54, mean age: 73 ± 6; experimental group: n = 17; active control group: n = 17; passive control group: n = 18 | Experimental control: Crazy Taxi playing sessions Active control: cognitive training | Better performances in mental rotation tests | |
Ramnath et al. (2021) [52] | Total sample: n = 45, mean age: 72.4 ± 5.37; experimental group: n = 23, mean age: 70.8 ± 4.52; control group: n = 22, mean age: 74.14 ± 5.8 | Experimental group: two 1 h long interactive video game sessions with the X-Box Kinect Sports video game. Control group: 1 h long low intensity conventional multimodal supervised exercise sessions, twice a week | Mini-Mental State Examination, N-back Task, Modified Stroop task | Significant improvement in the IVG group compared to the CM group in the Stroop task and for average reaction time to correct color-words. |
Authors | Sample | Intervention | Measures | Results |
---|---|---|---|---|
Torres et al. (2008) [57] | Total sample: n = 43; experimental group: n = 15; active control group: n = 17; passive control group: n = 11. Mean age = 78.33 ± 8.002. | Experimental group: video game playing sessions; active control group: relaxation sessions; passive control group: no intervention | ADAS-Cog, ICAC, WHOQOL | Significant reduction in cognitive decline from before to after intervention in the experimental group. Positive correlation between self-concept and cognitive benefits. |
Yamaguchi et al. (2011) [58] | Total sample: n = 18 | Sport video games sessions | HDS-R, Kohs block design test, MOSES | Significant improvement across all measures |
Jahouh et al. (2021) [61] | Total sample: n = 80; experimental group: n = 40 (M = 18, F = 22, mean age: 85.05 ± 8.63); control group: n = 40 (M = 17, F = 23, mean age: 83.25 ± 8.78) | 20 rehabilitation sessions over 8 weeks, made up of different activities with the Nintendo Wii Fit | MCE, Activities of Daily Living test, DAIR, EADG | Reduced depression, anxiety, and apathy levels, and improved memory, attention, and performance of fundamental and instrumental ADL in the experimental group |
Hughes et al. (2014) [59] | Total sample: n = 20 (M = 6, F = 14, mean age: 77.4 ± 5.8) | Wii interactive video games sessions | CAMCI, CSRQ-25, TIADL. | Interactive video games are feasible for MCI individuals, and exert good effects on social, mental, and physical stimulation |
Amjad et al. (2019) [60] | Total sample: n = 44; experimental group: n = 22; control group: n = 22. | Xbox 360 Kinect cognitive games training | MMSE, MoCA, TMT | The 360 Kinect video game had positive outcomes for MCI patients following both short- and long-term intervention |
Lin et al. (2022) [62] | Total sample: n = 16; experimental group: n = 8 (M = 3, F = 5 mean age: 79.75 ± 4.86; control group: n = 8 (M = 3, F = 5, mean age: 77.75 ± 6.74) | Interactive video games (Xavix Hot Plus) | SPMSQ; IADL; SFT: TUG; 6MWT; UPST; GDS-SF; EQ5D-VAS; EQ-5D-Utility | Increased scores in cognitive functions and good levels of feasibility and safeness among people with MCI. |
Sato et al. (2023) [63] | Total sample: n = 21; experimental group: n = 10 (mean age: 77.7 ± 5.1); control group = 11 (mean age: 74.1 ± 4.7) | Dance video games (sessions of Step Mania 3.9) | MMSE, Japanase version of MoCA, TMT. | In the MCI group, a significant improvement in the Japanese version of the MoCA and in the TMT, as well as an increase in dorsolateral prefrontal cortex activity. |
Authors | Sample | Intervention | Measures | Results |
---|---|---|---|---|
De Bruin et al. (2011) [68] | Total sample: n = 28; experimental group: n = 11 (mean age: 86.8 ± 8.1); control group: n = 17 (mean age: 85.2 ± 5.5) | Computer dancing games | Gait assessment, ETGUG, fear of falling | Significant improvement in dual tasks of walking and increased decrease in fear of falling in the experimental group |
William et al. (2011) [69] | Total sample: n = 22, mean age: 83.86 ± 5.47 | 20 min training sessions with Nintendo’s Wii Fit activities | BBS | Significant improvement in balance scores after 12 weeks of training |
Picchierri et al. (2012) [70] | Total sample: n = 31, mean age: 86.2 ± 4.6; experimental group: n = 15 Control group: n = 16 | Training twice a week with a dance video game | PPA, FPA, FES-I, gaze behaviour, gait analysis | Significant improvement in step time and fast walking performance under dual task conditions in the experimental group |
Kliem et al. (2010) [73] | Total sample: n = 22 (mean age 47.6 ± 13.1) | Experimental group: training with the Nintendo Wii Fit TM Balance Board Control group: traditional training | SEBT, ball-handling, ski slalom, balance bubble, dynamic balance | Control group improved in SEBT and ball-handling; experimental group improved only in the ski slalom |
Schoene et al. (2013) [71] | Total sample: n = 32; experimental group: n = 15, mean age: 77.5 ± 4.5; control group: n = 17, mean age. 78.4 ± 4.5 | Dance Dance Revolution, 2–3 sessions per week for 15–20 min over 8 weeks | CSRT, PPA | Experimental group improved their CSRT and PPA scores, their postural sway, and contrast sensitivity |
Nicholson et al. (2015) [72] | Total sample: n = 41 (mean age: 74.5 ± 5.4); experimental group: n = 19 (F = 12; M = 7, mean age: 75 ± 6); control group: n = 22 (F = 15; M = 7, mean age: 74 ± 5) | 30 min of unsupervised Wii balance gaming three times a week | Timed up-and-go, left single-leg balance, lateral reach, gait speed | Significantly greater improvement in timed up-and-go, left single-leg balance, both lateral reach, and gait speed in the experimental group |
Authors | Sample | Intervention | Measures | Results |
---|---|---|---|---|
Li et al. (2016) [79] | Total sample: n = 49 (F = 29, M = 20, mean age: 71.12 ± 8.67); high playfulness: n = 25 (F = 14, M = 11, mean age: 71.20 ± 8.86); low playfulness: n = 24 (F = 15, M = 9, mean age: 71.04 ± 8.65) | High playfulness: exergaming sessions with Wii Sports Low playfulness: exergaming sessions with Wii Fit training | PHQ-9, PANAS | Improvement in depressive symptoms, positive emotions, and self-efficacy in both groups. Playfulness affected only positive emotions. |
Yang et al. (2017) [80] | Total sample: n = 15 (F = 10, M = 5, mean age: 70.0 ± 5.94) | 45 min sessions three times per week for a total of 12 weeks with Wii Fit | GDS | Significant improvement in both depressive symptoms and internal stress scores |
Rodrigues et al. (2018) [81] | Total sample: n = 47; experimental group: n = 22 (fallers = 10, mean age: 69.8 ± 4.3; nonfallers = 12, mean age: 68.9 ± 3.3); control group: n = 25 (fallers = 12, mean age: 73.6 ± 5.4; nonfallers = 13, mean age: 68.7 ± 4.8) | 30 min training session with Dance Central game for Xbox 360 three times a week for a total of 12 weeks | GDS, FES-I Brazil | Significant improvement in depressive symptomatology in the fallers of the experimental group |
Heinbach et al. (2021) [82] | Total sample: n = 52 (F = 20, M = 32, mean age: 59.2 ± 5.3) | 50 min exergames sessions three times a week for a total of 10 weeks | PROMIS, SANS | Significant reductions in depressive and negative symptoms. |
de Lima et al. (2021) [83] | Total sample: n = 29 (F = 23, M = 6); experimental group: n = 15 (F = 13, M = 2, mean age: 67.2 ± 4.4); control group: n = 14 (F = 10, M = 4, mean age: 68.0 ± 6.1) | 60 min session three times per week for 6 weeks using the Xbox Kinect game “Your Shape: Fitness Evolved” | PSQI, STAI | Significant improvement in sleep quality and anxiety in the experimental group |
Otero et al. (2021) [84] | Total sample: n = 25 (F = 16, M = 9, mean age: 54.9) | Multicomponent intervention by three components: depression prevention, healthy lifestyle and cognitive stimulation | General health, physical functioning, social functioning, and mental health | Video games are effective and feasible in promoting active aging. |
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Dell’Osso, L.; Nardi, B.; Massoni, L.; Battaglini, S.; De Felice, C.; Bonelli, C.; Pini, S.; Cremone, I.M.; Carpita, B. Video Gaming in Older People: What Are the Implications for Cognitive Functions? Brain Sci. 2024, 14, 731. https://doi.org/10.3390/brainsci14070731
Dell’Osso L, Nardi B, Massoni L, Battaglini S, De Felice C, Bonelli C, Pini S, Cremone IM, Carpita B. Video Gaming in Older People: What Are the Implications for Cognitive Functions? Brain Sciences. 2024; 14(7):731. https://doi.org/10.3390/brainsci14070731
Chicago/Turabian StyleDell’Osso, Liliana, Benedetta Nardi, Leonardo Massoni, Simone Battaglini, Chiara De Felice, Chiara Bonelli, Stefano Pini, Ivan Mirko Cremone, and Barbara Carpita. 2024. "Video Gaming in Older People: What Are the Implications for Cognitive Functions?" Brain Sciences 14, no. 7: 731. https://doi.org/10.3390/brainsci14070731
APA StyleDell’Osso, L., Nardi, B., Massoni, L., Battaglini, S., De Felice, C., Bonelli, C., Pini, S., Cremone, I. M., & Carpita, B. (2024). Video Gaming in Older People: What Are the Implications for Cognitive Functions? Brain Sciences, 14(7), 731. https://doi.org/10.3390/brainsci14070731