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Cognitive Gains from Video Game Use in Older Age : A Review of the Literature Corroborating Them
| Content Provider | Semantic Scholar |
|---|---|
| Copyright Year | 2018 |
| Abstract | In this review article, the authors have summarized the published literature supporting the value of video game use on the following topics: improvement of cognitive functioning in older individuals, potential reasons for the positive effects of video game use in older age, and psychological factors related to using video games in older age. It is important for geriatric researchers and practitioners to identify approaches and interventions that minimize the negative effects of the various changes that occur within the aging body. Generally speaking, biological aging results in a decline of both physical and cognitive functioning [1-3]. However, a growing body of literature indicates that taking part in physically and/or mentally stimulating activities may contribute to the maintenance of cognitive abilities and even lead to acquiring cognitive gains [4]. It is important to identify ways to induce cognitive improvements in older age, especially considering that the population of the United States (U.S.) is aging rapidly, with the number of people age 65 and older expected to increase to almost 84 million by 2050 [5]. This suggests that there will likely be a rapid escalation in the number of older individuals living with age-related cognitive impairment. It is currently estimated that there are 5.5 million people in the U.S. who have been diagnosed with Alzheimer’s disease [6], which is one of the most common forms of dementia [7]. Thus, research aimed at helping older adults maintain good cognitive functioning is highly needed. Due to space limitations, this article is not meant to include all of the available research in this area; it contains mainly supporting evidence on the effects of video game use among older adults. Some opposing evidence is briefly mentioned when covering whether the skills acquired during video game training transfer to non-practiced tasks (which is a particularly controversial topic with ample mixed evidence). |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | http://medcraveonline.com/IJFCM/IJFCM-02-00029.pdf |
| Language | English |
| Access Restriction | Open |
| Subject Keyword | Aging Alzheimer's Disease Cognition Disorders Dementia Microscopy, Video Privilege escalation Psychological Transfer Scientific Publication Speaking (activity) Stimulation (motivation) Video Games |
| Content Type | Text |
| Resource Type | Article |