Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning
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Summary
This study investigated whether home-based videogame interventions could improve cognitive and everyday functioning in older adults compared to formal cognitive training and no intervention. Motivated by the need for engaging, scalable cognitive enhancement methods, the researchers compared an off-the-shelf action videogame (*Crazy Taxi*) against a computerized cognitive training program (*InSight*, focused on visual attention and processing speed) and a control group. The study aimed to determine if videogames, which offer high engagement and complex perceptual demands, could yield comparable or distinct benefits to targeted cognitive training. Fifty-four community-dwelling older adults (aged 65–86) were randomized into three groups: *Crazy Taxi* (n=17), *InSight* (n=19), or no treatment (n=18). Participants in the intervention groups completed 60 one-hour sessions over three months in their homes. Assessments were conducted at baseline, immediately post-intervention, and three months later. The battery included proximal outcomes (game-specific metrics), primary outcomes (Useful Field of View tasks), secondary outcomes (visual attention, visuospatial skills, everyday functioning, and mood), and a far-transfer outcome (verbal memory). The *InSight* program used adaptive algorithms to target processing speed, while *Crazy Taxi* required rapid navigation and divided attention in a virtual urban environment. Both intervention groups showed significant improvements on direct assessments of trained outcomes. The *InSight* group demonstrated transfer to untrained measures of visual attention and processing speed, with gains enduring for up to three months. The *Crazy Taxi* group showed small additional benefits on measures of attention and mood, but these effects emerged only at the three-month follow-up, not immediately post-intervention. Neither group showed significant gains in visuospatial skills or verbal memory, indicating that training effects were highly specific to the targeted cognitive domains. While *InSight* produced larger immediate gains in visual processing, the videogame condition offered modest benefits in a more engaging context. The findings suggest that videogame interventions can produce cognitive benefits similar to formal training, particularly in visual attention and processing speed, though the effects may be delayed. The study highlights that training effects are specific to the skills practiced, with limited transfer to untrained domains like memory. However, videogames may offer a viable alternative for older adults seeking cognitive engagement, as they provide sustained motivation and potential long-term benefits in attention and mood. This supports the integration of leisure-based activities into cognitive health strategies, balancing efficacy with user engagement.
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| Stage | Outcome | Tool | Model | Prompt | Attempts | Completed |
|---|---|---|---|---|---|---|
| discover | success | OpenAlex-citations | — | — | 1 | 2026-06-17 |
| archive | success | semantic_scholar | — | — | 6 | 2026-06-25 |
| extract | success | cached | — | — | 2 | 2026-06-26 |
| clean | success | clean | — | — | 1 | 2026-06-18 |
| chunk | success | chunk | — | — | 1 | 2026-06-18 |
| embed | success | embed | Qwen/Qwen3-Embedding-8B | — | 1 | 2026-06-18 |
| promote | success | — | — | — | 1 | 2026-06-17 |
| summarize | success | llm | qwen3.6-27b-prismaquant | summ-v5 | 1 | 2026-06-26 |
| tag | success | vector_similarity | — | — | 6 | 2026-06-18 |
| verify | success | — | — | — | 1 | 2026-06-26 |
Summary generated by qwen3.6-27b-prismaquant on 2026-06-26; verification: verified.
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