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Dataset Information

Cognitive and gray matter volume predictors of learning across two types of casual video games in older Adults: Action vs Strategy.


ABSTRACT: Video game based and other computerized cognitive interventions are generally efficacious in bolstering cognition in adults over the age of 60, though specific efficacy varies widely by intervention methodology. Furthermore, there is reason to suspect that the process of learning complex tasks like video games is a major factor underpinning training-related transfer to cognition. The current study examined the neurocognitive predictors of learning of video games, and how those predictors may differentially relate to games of different genres. Learning rates from two different types of games, one action and another strategy, were calculated for 32 older adults (mean age = 66.29 years, 65 % Female). An extensive cognitive battery as well as structural measures of regional gray matter volumes

SUBMITTER: Smith ET 

PROVIDER: S-EPMC11625358 | biostudies-literature | 2024

REPOSITORIES: biostudies-literature