Space Fortress game training and executive control in older adults: A pilot intervention

Stern, Yaakov; Blumen, Helena M.; Rich, Leigh W.; Richards, Alexis; Herzberg, Gray; Gopher, Daniel · 2011 · Aging Neuropsychology and Cognition

DOI: 10.1080/13825585.2011.613450

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Summary

This pilot study investigated the feasibility of using the Space Fortress (SF) video game to improve executive control processes in cognitively healthy older adults. The research was motivated by the need to identify specific activities that can maintain or improve cognitive function in late life, particularly given that traditional cognitive interventions often fail to demonstrate transfer of training to other domains or daily activities. The authors hypothesized that complex computer-based training, specifically using an "Emphasis Change" (EC) protocol, would enhance executive control more effectively than standard game play or no training. The EC approach requires participants to play the entire game while shifting their attentional emphasis to different subcomponents (e.g., spaceship control vs. mine handling) during training, a method previously shown to improve skill acquisition and transfer in younger adults. Sixty older adults were randomized into three conditions: Emphasis Change (EC), Active Control (AC), and Passive Control (PC). Participants in the EC and AC groups completed 36 one-hour sessions of SF game play over 12 weeks, while the PC group underwent cognitive evaluations without game play. The EC group received instructions to shift emphasis on specific game components, whereas the AC group played with standard instructions. Cognitive assessments were conducted at baseline, post-intervention, and at a six-month follow-up. Primary outcome measures included five tasks tapping executive control: WAIS-III Letter-Number Sequencing, Stroop Color and Word Test, Trail Making Test Part B, a set-switching task, and a flanker task. A comprehensive battery also assessed memory, speed, language, and spatial ability to ensure specificity of effects. Of the 60 participants, 54 completed the protocol. The results showed that performance on the WAIS-III Letter-Number Sequencing task improved from pre- to post-evaluation in the EC condition, but not in the AC or PC conditions. No significant improvements were observed in the other executive control measures or in the broader cognitive domains. While the AC group showed greater improvement in overall SF game performance compared to the EC group, this advantage was driven primarily by collecting bonus points rather than core game objectives like destroying the fortress. The findings suggest that the EC training approach may offer specific benefits for certain executive functions, though the effects were modest. The authors conclude that while the results are encouraging, future interventions should consider increasing the duration or intensity of training, potentially through at-home practice, and reducing the motor demands of the game to better accommodate older adults. The study highlights the potential of complex video games as a tool for cognitive intervention but underscores the need for careful selection of outcome measures and training protocols to achieve meaningful transfer of skills.

Key finding

Older adults trained with the Emphasis Change protocol in the Space Fortress game showed significant improvement in letter-number sequencing performance compared to control groups, while no other executive control measures demonstrated significant gains.

Methodology

lab_experiment

Sample size: 60

Provenance

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