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Gary M. Moulton. Computer-based Cognitive Exercising and Gaming: Examples, Research and Application. Trustworthy Computing Mission. Create and deliver secure, private and reliable computing experiences for everyone. Session Agenda.
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Gary M. Moulton Computer-based Cognitive Exercising and Gaming: Examples, Research and Application
Trustworthy Computing Mission Create and deliver secure, private and reliable computing experiences for everyone.
Session Agenda • List exercises and games that could be used to improve memory, speed mental processing and enhance other cognitive abilities • Overview the current research that has been obtained on using computer-based cognitive exercising and gaming to enhance cognitive function in healthy ageing adults and address cognitive symptoms related to cognitive impairment • Demonstrate the set-up, operation and use of a computer system (i.e. hardware and software) that has been designed to provide older adults with the ability to exercise their cognitive abilities
What is this session's "story?" • Long-term Effects of Cognitive Training on Everyday Functional Outcomes in Older Adults; JAMA. 2006;296:2805-2814 • SeniorPC • Wordigo • Classic Kakuro • Basak C, Boot WR, Voss MW, et al. Can training in a real-time strategy videogame attenuate cognitive decline in older adults? Psychology and Aging. 2008. • http://news.ncsu.edu/releases/can-video-games-boost-thinking-skills-in-elderly/ • “Industry” growth
Background & Results: • 121 people, similar in baseline characteristics, completed the protocol: 66 in CogniFit Personal Coach group and 55 in the games (control) group • The CogniFit Personal Coach group improved significantly in total NexSig score (p<.0001) and in all 8 sub-scores (p<.0031) • The games group improved in NexSig score (p=.0146) and in 5 sub-scores (p<.0472) NexSig: computerized neuropsychological assessment p-score: < .05 indicates statistical significance
Subjects who used CogniFit Personal Coach: • improved by 60% more in Focused Attention than subjects who played computer games • improved ~30% more in Visuospatial learning than subjects who played computer games • improved ~50% more in Spatial Short-Term Memory than subjects who played computer games • improved by 43% more in overall NexSig score than subjects who played computer games Visuospatial Learning: ability to comprehend and conceptualize visual representations and spatialrelationships in learning and performing a task. Spatial Short-Term Memory: ability to hold information momentarily about where things are located
Background: • 149 participants, aged 65 to 93 • Randomly allocated into one of four groups: • Cognitive training group • Fitness group • Combined group • Book-reading social interaction control group • All subjects underwent the Boot-Kramer neuropsychological assessment before and after the training.
Visual Short-Term Memory • Cognitive effect of Both and Color conditions: p<.05 • A surprising outcome relates to the general inability of the physical fitness intervention to enhance memory