The degree to which “brain training” can improve general cognition, resulting in improved performance on tasks dissimilar from the trained tasks (transfer of training), is a controversial topic. Here, we tested the degree to which cognitive training, in the form of gamified training activities that have demonstrated some degree of success in the past, might result in broad transfer. Sixty older adults were randomly assigned to a gamified cognitive training intervention or to an active control condition that involved playing word and number puzzle games. Participants were provided with tablet computers and asked to engage in their assigned training for 30 45-min training sessions over the course of 1 month. Although intervention adherence was acceptable, little evidence for transfer was observed except for the performance of one task that most resembled the gamified cognitive training: There was a trend for greater improvement on a version of the corsi block tapping task for the cognitive training group relative to the control group. This task was very similar to one of the training games. Results suggest that participants were learning specific skills and strategies from game training that influenced their performance on a similar task. However, even this near-transfer effect was weak. Although the results were not positive with respect to broad transfer of training, longer duration studies with larger samples and the addition of a retention period are necessary before the benefit of this specific intervention can be ruled out.
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.
Technology has the ability to foster social engagement, but a sizable divide exists between older and younger adults in the use of social communication technologies. The goal of the current study was to gain a better understanding of older adults' perspectives on social communication technologies, including those with higher adoption rates such as email and those with lower adoption rates such as social networking sites (e.g., Facebook, Instagram). Semi-structured group interviews were conducted with either users or non-users of social networking sites to gain insight into issues of adoption and non-adoption of social communication technologies. The Unified Theory of Acceptance and Use of Technology model (UTAUT) was adapted and used to categorize the interview content. We found support for a benefit-driven account of social communication technology acceptance and usage, with participants most frequently discussing the degree social communication technologies would or would not help them attain gains in social connectedness, entertainment, and/or information sharing. However, the UTAUT was not sufficient in fully capturing the group-interview content, with additional categories being necessary. For instance, trust in social networking sites (privacy and security concerns) was frequently discussed by both users and non-users. The current results broaden theories of technology acceptance by identifying facilitators and barriers to technology use in the older adult population.
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