预测老年人学习两种类型休闲电子游戏的认知和灰质体积:动作与策略

IF 1.7 Q3 CLINICAL NEUROLOGY
Evan T. Smith , Kaoru Nashiro , Margaret O’Connell , Xi Chen , Chandramallika Basak
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引用次数: 0

摘要

以电子游戏为基础的认知干预和其他计算机化的认知干预对提高 60 岁以上成年人的认知能力普遍有效,但不同干预方法的具体效果差别很大。此外,我们有理由怀疑,学习电子游戏等复杂任务的过程是与训练相关的认知迁移的一个主要因素。本研究考察了学习电子游戏的神经认知预测因素,以及这些预测因素与不同类型游戏的不同关系。研究计算了 32 名老年人(平均年龄为 66.29 岁,女性占 65%)在两种不同类型游戏(一种是动作游戏,另一种是策略游戏)中的学习率。通过大量的认知测试以及区域灰质体积的结构测量来确定每种游戏学习率的认知和大脑结构促成因素。研究发现,一个广泛的左侧灰质体积结构以及处理速度、外显记忆和推理等认知结构,能显著预测策略游戏的学习效果,但不能预测动作游戏的学习效果。此外,研究还发现该灰质结构完全介导了策略游戏学习与认知(尤其是外显记忆和推理)之间的关系。对年龄敏感的认知技能以及侧额顶叶区域的相关脑容量对策略视频游戏的贡献表明,所研究的游戏是正常老龄化过程中一种潜在的游戏训练工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Cognitive and gray matter volume predictors of learning across two types of casual video games in older Adults: Action vs Strategy
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 were examined to identify the cognitive and the brain structure contributors to the learning rates for each type of game. A broad leftlateralized gray matter volume construct, as well as cognitive constructs of processing speed, episodic memory and reasoning, were found to significantly predict learning of the Strategy game, but not the Action game. Additionally, this gray matter construct was found to entirely mediate the relationships between the Strategy game learning and cognition, esp. episodic memory and reasoning. The contributions of age-sensitive cognitive skills as well as related brain volumes of lateral fronto-parietal regions to Strategy video games implicate the examined game as a potential game training tool in normal aging.
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来源期刊
Aging brain
Aging brain Neuroscience (General), Geriatrics and Gerontology
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