Efectos del entrenamiento a través de videojuegos serios en el control cognitivo en adultos mayores: estudio piloto Thesis

short description

  • Master's thesis

Thesis author

  • Rincón Martinez, Diana Carolina

abstract

  • Introduction: Cognitive training with serious video games in older adults is an innovative tool, it has some cost, accessibility, and design and fun benefits compare with traditional cognitive programs, however, the evidence about its effects on cognitive control is limited. The aim of this study was explore the effect of training using the videogame “Entrena tu cerebro ” on cognitive control task in older adults. Materials and methods: quasi experimental study type pre-post-test, with a non-statistic sample of 7 participants, adults age +60 years, both male and female, without cognitive or behavior pathologies or disabilities. Participants played the videogame from home 40 minutes a day, three days per weeks, during four weeks. The cognitive control assessment tasks (Eriksen flanker task, simple reaction time, Trail Making Test and STROOP) are part of the variables of selective attention, inhibition, processing speed and executive functions where applied before and after training. Results: The training effects using videogames were show on processing speed and visuospatial skills; however, there were not significant differences on inhibition, selective attention and executive functions variables. Conclusion: Play the videogame “Entrena tu cerebro” could improve some cognitive control (processing speed and visuospatial abilities) in older adults; was not possible to demonstrate changes on selective attention, inhibition and executive function associated to the sample size.

publication date

  • January 29, 2021 7:09 AM

keywords

  • Cognitive exercises for older adults
  • Gamification applied to cognitive rehabilitation
  • Playfulness and cognition
  • Therapeutic use of Video Games
  • Video games

Document Id

  • 960fee6e-3fef-484d-bf18-14a401c4ee91