Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study.

aging brain training cognitive monitoring cognitive performance mobile games serious games

Journal

JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255

Informations de publication

Date de publication:
12 Jun 2020
Historique:
received: 19 11 2019
accepted: 15 04 2020
revised: 26 03 2020
entrez: 13 6 2020
pubmed: 13 6 2020
medline: 13 6 2020
Statut: epublish

Résumé

The decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is currently known about how age influences capacity for performance improvement when playing cognitive mobile games. The objective of this study was to analyze the score data of cognitive mobile games over a period of 100 gaming sessions to determine age-related learning ability for new cognitive tasks by measuring the level of score improvement achieved by participants of different ages. Scores from 9000 individuals of different ages for 7 cognitive mobile games over 100 gaming sessions were analyzed. Scores from the first session were compared between age groups using one-way analysis of variance. Mixed models were subsequently used to investigate the progression of scores over 100 sessions. Statistically significant differences were found between age groups for the initial scores of 6 of the 7 games (linear trend, P<.001). Cognitive mobile game scores increased for all participants (P<.001) suggesting that all participants were able to improve their performance. The rate of improvement was, however, strongly influenced by the age of the participant with slower progression for older participants (P<.001). This study provides evidence to support two interesting insights-cognitive mobile game scores appear to be sensitive to the changes in cognitive ability that occur with advancing age; therefore, these games could be a convenient way to monitor cognitive function over long-term follow-up, and users who train with the cognitive mobile games improve regardless of age.

Sections du résumé

BACKGROUND BACKGROUND
The decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is currently known about how age influences capacity for performance improvement when playing cognitive mobile games.
OBJECTIVE OBJECTIVE
The objective of this study was to analyze the score data of cognitive mobile games over a period of 100 gaming sessions to determine age-related learning ability for new cognitive tasks by measuring the level of score improvement achieved by participants of different ages.
METHODS METHODS
Scores from 9000 individuals of different ages for 7 cognitive mobile games over 100 gaming sessions were analyzed. Scores from the first session were compared between age groups using one-way analysis of variance. Mixed models were subsequently used to investigate the progression of scores over 100 sessions.
RESULTS RESULTS
Statistically significant differences were found between age groups for the initial scores of 6 of the 7 games (linear trend, P<.001). Cognitive mobile game scores increased for all participants (P<.001) suggesting that all participants were able to improve their performance. The rate of improvement was, however, strongly influenced by the age of the participant with slower progression for older participants (P<.001).
CONCLUSIONS CONCLUSIONS
This study provides evidence to support two interesting insights-cognitive mobile game scores appear to be sensitive to the changes in cognitive ability that occur with advancing age; therefore, these games could be a convenient way to monitor cognitive function over long-term follow-up, and users who train with the cognitive mobile games improve regardless of age.

Identifiants

pubmed: 32530432
pii: v8i2e17121
doi: 10.2196/17121
pmc: PMC7320308
doi:

Types de publication

Journal Article

Langues

eng

Pagination

e17121

Informations de copyright

©Bruno Bonnechère, Jean-Christophe Bier, Olivier Van Hove, Sally Sheldon, Sékou Samadoulougou, Fati Kirakoya-Samadoulougou, Malgorzata Klass. Originally published in JMIR Serious Games (http://games.jmir.org), 12.06.2020.

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Auteurs

Bruno Bonnechère (B)

Centre de Recherche en Epidémiologie, Biostatistiques et Recherche Clinique, Ecole de Santé Publique, Université Libre de Bruxelles, Brussels, Belgium.
Department of Psychiatry and Behavioural and Clinical Neurosciences, University of Cambridge, Cambridge, United Kingdom.

Jean-Christophe Bier (JC)

Department of Neurology, Hôpital Érasme, Université Libre de Bruxelles, Brussels, Belgium.

Olivier Van Hove (O)

Department of Chest and Thoracic Surgery, Hôpital Érasme, Université Libre de Bruxelles, Brussels, Belgium.

Sally Sheldon (S)

Peak Brain Training, London, United Kingdom.

Sékou Samadoulougou (S)

Evaluation Platform on Obesity Prevention, Quebec Heart and Lung Institute Research Centre, Quebec City, QC, Canada.

Fati Kirakoya-Samadoulougou (F)

Centre de Recherche en Epidémiologie, Biostatistiques et Recherche Clinique, Ecole de Santé Publique, Université Libre de Bruxelles, Brussels, Belgium.

Malgorzata Klass (M)

Laboratory of Applied Biology and Neurophysiology, Neuroscience Institute, Université Libre de Bruxelles, Brussels, Belgium.

Classifications MeSH