Playing Minecraft Improves Hippocampal-Associated Memory for Details in Middle Aged Adults DOI Creative Commons
Craig E.L. Stark, Gregory D. Clemenson,

Ujwal Aluru

et al.

Frontiers in Sports and Active Living, Journal Year: 2021, Volume and Issue: 3

Published: July 5, 2021

Concerns are often raised about the impact that playing video games may have on cognition and behavior, whether gameplay is intense protracted as with competitive Esports or it more casual gameplay. Work in our lab others, however, has shown at least some classes of can improve memory function. In particular, immersive 3D provide rich experiences novelty tasks rely upon hippocampus effects mirror “environmental enrichment” numerous rodent studies. Our goal present study was to determine even modest amounts (~30 min/day for 4 weeks) would result improved performance middle-aged adults. Not only this demographic potentially highly receptive gaming (they make up a significant portion viewers game players), but interventions middle age be prime time reducing later age-related cognitive decline. Here, we found benefits paralleled previously observed young adults Minecraft , showing hippocampal dependent task.

Language: Английский

Assessing cognitive decline in the aging brain: lessons from rodent and human studies DOI Creative Commons
David V.C. Brito, Filipa Esteves, Ana Teresa Rajado

et al.

npj Aging, Journal Year: 2023, Volume and Issue: 9(1)

Published: Oct. 19, 2023

Abstract As life expectancy continues to increase worldwide, age-related dysfunction will largely impact our societies in the future. Aging is well established promote deterioration of cognitive function and primary risk factor for development prevalent neurological disorders. Even absence dementia, decline impacts specific types memories brain structures humans animal models. Despite this, preclinical clinical studies that investigate changes physiology often use different methods, which hinders translational potential findings. This review seeks integrate what known about with analogue tests used rodent studies, ranging from “pen paper” virtual-reality-based paradigms. Finally, we draw parallels between behavior paradigms research compared enrollment into trials aim study decline.

Language: Английский

Citations

63

IoT-driven augmented reality and virtual reality systems in neurological sciences DOI
Mehar Sahu,

Rohan Gupta,

Rashmi K. Ambasta

et al.

Internet of Things, Journal Year: 2024, Volume and Issue: 25, P. 101098 - 101098

Published: Feb. 2, 2024

Language: Английский

Citations

13

Enhance VR: A Multisensory Approach to Cognitive Training and Monitoring DOI Creative Commons
Victòria Brugada-Ramentol,

Amir Bozorgzadeh,

Hossein Jalali

et al.

Frontiers in Digital Health, Journal Year: 2022, Volume and Issue: 4

Published: June 3, 2022

Cognitive training systems aim to improve specific domains or global cognition by engaging users in cognitively demanding tasks. While screen-based applications can performance the trained cognitive abilities, they are often criticized for their poor transferability activities of daily living. These systems, however, exclude user's body and motor skills, which invariably serves restrict user experience. Immersive Virtual Reality (IVR) contrast, present with body-related information, such as proprioceptive visuomotor allowing an immersive embodied experience environment. This feature renders VR a very appealing tool neurorehabilitation applications. We Enhance VR, IVR-based monitoring application that offers short workouts. The games designed train monitor memory, task flexibility, information processing, orientation, attention, problem-solving, control. is test whether tasks, presented IVR setting, provide naturalistic system capabilities.

Language: Английский

Citations

34

Leveraging technology to personalize cognitive enhancement methods in aging DOI Open Access
David A. Ziegler, Joaquin A. Anguera, Courtney L. Gallen

et al.

Nature Aging, Journal Year: 2022, Volume and Issue: 2(6), P. 475 - 483

Published: June 17, 2022

Language: Английский

Citations

31

Virtual Reality Technology in Cognitive Rehabilitation Application: Bibliometric Analysis DOI Creative Commons
Danni He, Shihua Cao, Yuchao Le

et al.

JMIR Serious Games, Journal Year: 2022, Volume and Issue: 10(4), P. e38315 - e38315

Published: Sept. 2, 2022

In recent years, with the development of computer science and medical science, virtual reality (VR) technology has become a promising tool for improving cognitive function. Research on VR-based training garnered increasing attention.This study aimed to investigate application status, research hot spots, emerging trends VR in rehabilitation over past 20 years.Articles from 2001 2021 were retrieved Web Science Core Collection. CiteSpace software was used visual analysis authors countries or regions, Scimago Graphica geographic visualization published regions. Keywords clustered using gCLUTO software.A total 1259 papers included. been widely conducted, annual publication relevant literature shown positive trend. The main areas include neuroscience neurology, psychology, rehabilitation. United States ranked first 328 papers, Italy second 140 papers. Giuseppe Riva, an Italian academic, most prolific author 29 publications. frequently cited reference "Using Reality Characterize Episodic Memory Profiles Amnestic Mild Cognitive Impairment Alzheimer's Disease: Influence Active Passive Encoding." common keywords by researchers "virtual reality," "cognition," "rehabilitation," "performance," "older adult." largest source funding is public sector States.The bibliometric provided overview can be integrated into multiple disciplines. We conclude that, context COVID-19 pandemic, telerehabilitation crucial, there are still many problems that need addressed, such as lack consensus treatment methods existence safety hazards.

Language: Английский

Citations

29

Digital rhythm training improves reading fluency in children DOI Creative Commons
Theodore P. Zanto, Anastasia Giannakopoulou, Courtney L. Gallen

et al.

Developmental Science, Journal Year: 2024, Volume and Issue: 27(3)

Published: Jan. 9, 2024

Abstract Musical instrument training has been linked to improved academic and cognitive abilities in children, but it remains unclear why this occurs. Moreover, access is not always feasible, thereby leaving less fortunate children without opportunity benefit from such training. Although music‐based video games may be more accessible a broader population, research lacking regarding their benefits on performance. To address gap, we assessed custom‐designed, digital rhythm game as proxy for evaluate its ability engender math reading abilities. Furthermore, tested changes core functions related inform how facilitate Classrooms of 8–9 year old were randomized receive either 6 weeks ( N = 32) or classroom instruction usual (control; 21). Compared the control group, results showed that reading, math, fluency. Assessments cognition also led rhythmic timing language‐based executive function (Stroop task), sustained attention, inhibitory control, working memory. Interestingly, only improvements correlated with ability. Together, these provide novel evidence platform serve musical fluency are enhanced other associated Research Highlights Digital can improve Improvements positively Alterations predicted by support A convenient cost‐effective means training, which turn, skills

Language: Английский

Citations

6

Transcranial alternating current stimulation (tACS) at gamma frequency: an up-and-coming tool to modify the progression of Alzheimer’s Disease DOI Creative Commons

Maria Luisa De Paolis,

Ilaria Paoletti,

Claudio Zaccone

et al.

Translational Neurodegeneration, Journal Year: 2024, Volume and Issue: 13(1)

Published: June 27, 2024

Abstract The last decades have witnessed huge efforts devoted to deciphering the pathological mechanisms underlying Alzheimer’s Disease (AD) and testing new drugs, with recent FDA approval of two anti-amyloid monoclonal antibodies for AD treatment. Beyond these drug-based experimentations, a number pre-clinical clinical trials are exploring benefits alternative treatments, such as non-invasive stimulation techniques on neuropathology symptoms. Among different brain approaches, transcranial alternating current (tACS) is gaining particular attention due its ability externally control gamma oscillations. Here, we outline knowledge concerning efficacy, safety, ease-of-use cost-effectiveness tACS early advanced AD, applied specifically at 40 Hz frequency, also summarise results validated models ongoing patient-centred trials.

Language: Английский

Citations

6

Acceptance of gamified virtual reality environments by older adults DOI
Wing Yan Jasman Pang, Lee Cheng

Educational Gerontology, Journal Year: 2023, Volume and Issue: 49(9), P. 830 - 841

Published: Jan. 11, 2023

The presence of advanced and affordable immersive technology has made available widespread applications the virtual environment as a digital solution for different sectors, including entertainment, education, healthcare. While extant literature addressed acceptance by older adults, there is dearth research in gamified context concerning its rehabilitative potential. This paper reports on study that examined technological reality (VR) environments adults. A VR comprising six mini-games was specifically designed training, leisure expressive experience participants, allowing them to freely engage gaming experience. Semi-structured interviews with adults (N = 15) revealed synergy between stimulating effects video games realistic afforded technology, games' perceived usefulness competency development life skills difficulties encountered, their feelings following first VR. External variables unique adults' or which could lead exclusion, such physical constraints, educational levels, prior knowledge were identified. Suggestions provided designers better cater needs characteristics process shedding light design solutions bridging divide elderly other, younger members population.

Language: Английский

Citations

15

Optimizing the mnemonic similarity task for efficient, widespread use DOI Creative Commons
Craig E.L. Stark,

Jessica A. Noche,

Jarrett R. Ebersberger

et al.

Frontiers in Behavioral Neuroscience, Journal Year: 2023, Volume and Issue: 17

Published: Jan. 26, 2023

Introduction: The Mnemonic Similarity Task (MST) has become a popular test of memory and, in particular, hippocampal function. It been heavily used research settings and is currently included as an alternate outcome measure on number clinical trials. However, it typically requires ~15 min to administer benefits substantially from experienced administrator ensure the instructions are well-understood, its use trials other somewhat restricted. Several different variants MST common that alter task format (study-test vs. continuous) response prompt given participants (old/similar/new old/new). Methods: In eight online experiments, we sought address three main goals: (1) To determine whether robust version could be created conducted half traditional time; (2) or choice significantly impacted MST’s results; (3) how repeat testing. Experiments 1–7, received both forms well captured task’s performance. Experiment 8, were four times over approximately 4 weeks. Results: found had no effect reliability MST, but shifting two-choice reduced ability reflect score. We also full running time cut less without appreciable reduction reliability. confirmed efficacy this older adults well. Here, while there often effects repeat-testing, small possible, appear limited initial testing session. Discussion: optimized developed here (oMST) freely available for web-based experiment delivery provides accurate estimate same classic than time.

Language: Английский

Citations

14

Virtual Reality activity comes along with improved activity level and consistent wellbeing in seniors living in nursing homes: a longitudinal study in naturalistic setting (Preprint) DOI Creative Commons
Yijun Li, Carlotta Wilke, Irina Shiyanov

et al.

JMIR Serious Games, Journal Year: 2024, Volume and Issue: 12, P. e50796 - e50796

Published: Feb. 3, 2024

In addition to illness, inactivity is a risk factor for high mortality in nursing homes. Using innovative technology, such as virtual reality (VR), meaningful group activities could provide new opportunities solving this problem. VR interventions have already been approved promising method enhancing the health of older adults.

Language: Английский

Citations

5