Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness

Boot, Walter R.; Champion, Michael; Blakely, Daniel P.; Wright, Timothy J.; Souders, Dustin J.; Charness, Neil · 2013 · OpenAlex-citations

DOI: 10.3389/fpsyg.2013.00031

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Summary

This study investigates whether video game interventions can mitigate age-related cognitive decline in older adults, specifically examining the efficacy, compliance, and user attitudes associated with two distinct game types: an action game and a “brain fitness” game. The research is motivated by prior findings that action video games improve perceptual and cognitive abilities in young adults, suggesting they could be effective for older populations. However, a critical challenge remains: while action games may offer broad cognitive benefits, they might not appeal to older adults, potentially leading to low compliance. Conversely, brain fitness games are designed for older users but have shown limited effectiveness in previous studies. The authors aimed to determine if video games could serve as viable cognitive interventions and to identify factors influencing older adults’ willingness to engage in such training. The study employed a randomized controlled design with 62 participants (mean age 74) assigned to one of three groups: an action game group (playing *Mario Kart DS*), a brain fitness group (playing *Brain Age 2*), or a no-contact control group. Participants were instructed to play their assigned game five times per week for one hour over a 12-week period, totaling approximately 60 hours. Cognitive performance was assessed before and after the intervention using a comprehensive battery measuring processing speed, memory, selective attention/executive control, and reasoning ability. Compliance was monitored via self-reported diaries and phone calls, while attitudes and perceived benefits were measured through post-intervention surveys. The results indicated that neither video game intervention significantly improved cognitive abilities compared to the control group. Individual task analyses revealed no significant group differences in processing speed, memory, or reasoning. Although a multivariate analysis showed a significant group effect on executive control, this difference favored the control group rather than the game groups. Crucially, compliance rates differed markedly between the game conditions. Participants in the brain fitness group adhered closely to the protocol, averaging 56 hours of gameplay. In contrast, the action game group showed significantly lower compliance, averaging only 22 hours. This disparity was attributed to participants’ perceptions: those in the action game group rated the game as less enjoyable and predicted fewer meaningful benefits from the training compared to the brain fitness group. The findings suggest caution in recommending video games as a universal tool for reducing cognitive aging effects. While action games have demonstrated potential for broad cognitive transfer in younger populations, their effectiveness in older adults is undermined by low compliance driven by poor enjoyment and skepticism about benefits. The study highlights a mismatch between the games that produce the largest cognitive gains and those that older adults are willing to play. These results emphasize the importance of considering user engagement and preference in the design of cognitive interventions, indicating that efficacy cannot be achieved without addressing the motivational barriers faced by older adult populations.

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