Can training in a real-time strategy video game attenuate cognitive decline in older adults?
By Chandramallika Basak, Walter R. Boot, Michelle W. Voss, A. Kramer. Psychology and Aging, 2008
871 citations recorded by the source corpus.
Subfields: Cognitive Neuroscience, Experimental and Cognitive Psychology
View Paper: https://www.semanticscholar.org/paper/8202851578c8f525df612cfb0a1a9e49b50aa324
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Cognitive Neuroscience
- A. Diamond
- Jared Ramsburg
- Robert J. Youmans
- Louis Alfieri
- Lee A. Thompson
- R. Wilson
- Ulman E. R. Lindenberger
- A. Gross
In Experimental and Cognitive Psychology
- A. Diamond
- Daphne S. Ling
- Ulman E. R. Lindenberger
- Martin Lövdén
- Jared Ramsburg
- Robert J. Youmans
- Louis Alfieri
- Lee A. Thompson
Citations in the corpus
- Enhancing Cognition with Video Games: A Multiple Game Training Study (2013, background): “While most action video game studies used young adult samples, these two studies comprised of young children [22] and elderly adults [23].”
- Plasticity of Brain Networks in a Randomized Intervention Trial of Exercise Training in Older Adults (2010, neutral): “Any cognitive training addition should also include aspects of training programs that have shown promise for enabling transfer of learned skills to tasks beyond those specifically trained, such as strategic videogames (Basak et al., 2008),”
- Brain-Derived Neurotrophic Factor: A Key Molecule for Memory in the Healthy and the Pathological Brain (2019, background): “, 2014) and cognitive training (Basak et al., 2008; Hall et al., 2009) can also induce gray matter plasticity and enhance cognitive functions in older adults.”
- No evidence of intelligence improvement after working memory training: a randomized, placebo-controlled study. (2013, neutral): “In addition, Basak et al. (2008) divided the RAPM into three sections of 12 items each in order to have a pre-, mid-, and posttest administration.”
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “Nevertheless, the robust training effects in older adults underscore the potential for video games to serve as effective tools for sensorimotor rehabilitation (Basak et al., 2008; Drew & Waters, 1986; Goldstein et al., 1997; Levi, 2012).”
- Working memory training does not improve intelligence in healthy young adults (2012, background): “Bergman-Nutley et al. (2011) reported consistent near transfer effects in their study on 4-year old children. The authors observed improvements on reasoning tasks in groups that trained on reasoning skills, and they did not find transfer effects fromworking memory training to reasoning or fluid inte”
- Computerized Cognitive Training with Older Adults: A Systematic Review (2012, background): “…processing speed effect sizes ranged from 0.31 to 0.98 [54] with a median effect size of 0.72; for executive function effect sizes ranged from 0.11 to 0.42 [60] with a median effect size of 0.25; and for global cognition effect sizes ranged from 0.39 to 0.71 [61] with a median effect size of 0.69.”
- Enrichment Effects on Adult Cognitive Development (2008, background): “One is training designed to target mechanisms, such as executive functioning and working memory (e.g., Basak et al., 2008; Bherer et al., 2005, 2006; Dahlin et al., 2008; Karbach & Kray, in press; Li et al., 2008), that are arguably generalizable to multiple-task environments.”