Bozoki et al.1919 Bozoki A, Radovanovic M, Winn B, Heeter C, Anthony JC. Effects of a computer-based cognitive exercise program on age-related cognitive decline. Arch Gerontol Geriatr 2013;57(01):1–7 (2013) |
n = 60; age: 60–80 years. |
n = 32; Photoflaw (visual attention, visual WM), Headline Clues (verbal memory, reasoning and PS), Sokoban (spatial executive processing and non-verbal reasoning) and Keep It In Mind (WM). |
n = 28; Thoughts In Motion (online video news clips of the day), Sound Thinking (audio news clips of the day), and Headline Clues (textual news stories of the day, with pictures). |
6 weeks; 5 sessions of at least 30 minutes per week; follow-up: after 2 months. |
MON, IDN, CPAL, CPAR, OCL, OWL, OWLR, ONB, and PRD. |
Learning effects for the suite of games were relatively small due to large variations in amount of time devoted to game play, and reluctance to pursue more challenging levels, in which participants had full independence in terms of choices during the intervention. |
Lee et al.2020 Lee T-S, Goh SJA, Quek SY, et al. A brain-computer interface based cognitive training system for healthy elderly: a randomized control pilot study for usability and preliminary efficacy. PLoS One 2013;8(11):e79419 (2013) |
n = 31; age: 60–70 years. |
n = 15; brain-computer interface with a card-pairing memory game. |
n = 16; passive control. |
8 weeks; 3 sessions of 30 minutes per week. |
RBANS |
The memory training game with neurofeedback showed promise in improving memory and attention in healthy elderly people. The adherence rate was very high, suggesting a high level of motivation among participants. |
Simon et al.2121 Simon SS, Tusch ES, Feng NC, Håkansson K, Mohammed AH, Daffner KR. Is computerized working memory training effective in healthy older adults? Evidence from a multi-site, randomized controlled trial. J Alzheimers Dis 2018;65(03):931–949 (2018) |
n = 82; mean age: 73.1 (± 6.1) years. |
n = 41; adaptative Cogmed program. |
n = 41; non-adaptative Cogmed program. |
5 weeks; 5 sessions of 40 minutes per week. |
VMST, DST, WMS-R, TMT-A and B, COWAT, and Semantic Fluency. |
The WM training game evidenced improvement in trained tasks and on an untrained task dependent upon WM and PS. Gains were linked to continuously challenging level of task difficulty. |
Yeo et al.2222 Yeo SN, Lee TS, Sng WT, et al. Effectiveness of a Personalized Brain-Computer Interface System for Cognitive Training in Healthy Elderly: A Randomized Controlled Trial. J Alzheimers Dis 2018; 66(01):127–138 (2018) |
n = 227; Age: 60–80 years. |
n = 109; BRAINMEM (attention and WM). |
n = 118; passive control. |
8 weeks; 3 sessions of 40 minutes per week. |
RBANS and RBMT-II. |
The game intervention promoted no general gains or improvements in cognitive performance or in specific cognitive domains, such as attention and delayed memory. Neither were there improvements in memory performance in everyday tasks. |
lizuka et al.44 Iizuka A, Suzuki H, Ogawa S, et al. Does social interaction influence the effect of cognitive intervention program? A randomized controlled trial using Go game. Int J Geriatr Psychiatry 2019;34 (02):324–332 (2019) |
N = 72; mean age: 76.8 (± 5.4) years. |
n = 25: Go game group lessons; n = 25: Go game individual lessons. |
n = 22; lecture on health maintenance. |
12 weeks; 1 session of 60 minutes per week; follow-up: after 3 months. |
VMST, DST, LM, TMT-A, and TMT-B. |
The study results showed the intervention could improve visual WM in older adults. These findings suggest increased social interaction by playing board games face to face is more effective to improve cognitive function than playing alone. |
Perrot et al.2323 Perrot A, Maillot P, Hartley A. Cognitive Training Game Versus Action Videogame: Effects on Cognitive Functions in Older Adults. Games Health J 2019;8(01):35-40 https://home.liebertpub.com/g4h https://home.liebertpub.com/g4h...
(2019) |
n = 36; age: 60–71 years. |
n = 12; Kawashima Brain Training. |
n = 12:Super Mario Bros.; n = 11: passive control. |
8 weeks; 3 sessions of 60 minutes per week. |
Matrix reasoning, Stroop, TMT, DSST, Corsi clock, spatial relation, and number comparison. |
Both types of training promoted significant improvements in some aspects of cognitive functions of participants, such as inductive reasoning. The CT game promoted less transfer to cognitive tasks than the action video game. |
Faust et al.2424 Faust ME, Multhaup KS, Ong MS, Demakis GJ, Balz KG. Exploring the Specificity, Synergy, and Durability of Auditory and Visual Computer Gameplay Transfer Effects in Healthy Older Adults. J Gerontol B Psychol Sci Soc Sci 2020;75(06):1170–1180 (2020) |
n = 151; age: ≥ 60 years. |
n = 39: InSight (games training visual processing and memory); n = 38: Brain Fitness (games training auditory processing, memory, and language); n = 37: both games combined (visual and auditory). |
n = 37; passive control. |
8–10 weeks; 30–40 sessions of 30–40 minutes per week (at least 900 minutes); follow-up: after 3 months. |
HVLT, RBANS, and WAIS. |
Visual training yielded transfer effects to WM in the main sample and transfer to PS in the pilot sample. There were no comparable transfer effects for auditory training. Combined visual and auditory training failed to yield synergistic effects or any significant transfer effects. |
Lee et al.2525 Lee HK, Kent JD, Wendel C, et al. Home-Based, Adaptive Cognitive Training for Cognitively Normal Older adults: Initial Efficacy Trial. J Gerontol B Psychol Sci Soc Sci 2020;75(06):1144–1154 (2020) |
n = 59; age: 65–79 years. |
n = 29; CT program with 17 games. |
n = 30; 13 commercially available computer games. |
10 weeks; 5 sessions of 42 minutes per week. |
DSST, pattern comparison, letter comparison, N-back, visual short-term memory, spatial working memory, trail-making, attentional blink, Stroop, general life satisfaction, self-efficacy, perceived stress, odor identification, standing balance, and Flanker. |
Home-based adaptive CT participants outperformed their counterparts who played non-adaptive CT games in cognitive performance. Improvements were greatest for PS and WM. |
West et al.2626 West RK, Rabin LA, Silverman JM, Moshier E, Sano M, Beeri MS. Short-term computerized cognitive training does not improve cognition compared to an active control in non-demented adults aged 80 years and above. Int Psychogeriatr 2020;32 (01):65–73 (2020) |
n = 69; age: ≥ 80 years. |
n = 39; CogniFit Personal Coach. |
n = 30; CogniFit. |
8 weeks; 3 sessions of 60 minutes per week; follow-up: after 3 months. |
Word List Memory, Logical Memory Story A, Target Cancellation Tests TMT-A and TMT-B, DSST, DST, Similarities, BNT, and Category Fluency and Letter Fluency tests. |
Using linear mixed models, there were no significant differences between the CT and control group on language functioning, attention, executive functioning, or memory. |