Keyword search (4,163 papers available)

"cognitive training" Keyword-tagged Publications:

Title Authors PubMed ID
1 The effect of hearing ability on dual-task performance following multi-domain training in older adults with mild cognitive impairment: findings from the SYNERGIC trial Downey RI; Petersen BJ; Mohanathas N; Campos JL; Montero-Odasso M; Bherer L; Pichora-Fuller MK; Bray NW; Burhan AM; Camicioli R; Fraser S; Liu-Ambrose T; Lussier M; Middleton LE; Pieruccini-Faria F; Phillips NA; Li KZH; 41694460
SOH
2 At-home computerized executive-function training to improve cognition and mobility in normal-hearing adults and older hearing aid users: a multi-centre, single-blinded randomized controlled trial Downey R; Gagné N; Mohanathas N; Campos JL; Pichora-Fuller KM; Bherer L; Lussier M; Phillips NA; Wittich W; St-Onge N; Gagné JP; Li K; 37864139
PERFORM
3 Multiple routes to help you roam: A comparison of training interventions to improve cognitive-motor dual-tasking in healthy older adults Downey R; Bherer L; Pothier K; Vrinceanu T; Intzandt B; Berryman N; Lussier M; Vincent T; Karelis AD; Nigam A; Vu TTM; Bosquet L; Li KZH; 36408116
PERFORM
4 A comparison of the effect of physical activity and cognitive training on dual-task performance in older adults Vrinceanu T; Blanchette CA; Intzandt B; Lussier M; Pothier K; Vu TTM; Nigam A; Bosquet L; Karelis AD; Li KZH; Berryman N; Bherer L; 34865009
PERFORM
5 Comparing the effect of Cognitive vs. Exercise Training on brain MRI outcomes in healthy older adults: A systematic review Intzandt B; Vrinceanu T; Huck J; Vincent T; Montero-Odasso M; Gauthier CJ; Bherer L; 34245760
PERFORM
6 A comparison of physical exercise and cognitive training interventions to improve determinants of functional mobility in healthy older adults Pothier K; Vrinceanu T; Intzandt B; Bosquet L; Karelis AD; Lussier M; Vu TTM; Nigam A; Li KZH; Berryman N; Bherer L; 33774144
PERFORM
7 Synergistic effects of cognitive training and physical exercise on dual-task performance in older adults Bherer L; Gagnon C; Langeard A; Lussier M; Desjardins-Crépeau L; Berryman N; Bosquet L; Vu TTM; Fraser S; Li KZH; Kramer AF; 32803232
PERFORM
8 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B 32213474
PERFORM
9 SYNERGIC TRIAL (SYNchronizing Exercises, Remedies in Gait and Cognition) a multi-Centre randomized controlled double blind trial to improve gait and cognition in mild cognitive impairment. Montero-Odasso M, Almeida QJ, Burhan AM, Camicioli R, Doyon J, Fraser S, Li K, Liu-Ambrose T, Middleton L, Muir-Hunter S, McIlroy W, Morais JA, Pieruccini-Faria F, Shoemaker K, Speechley M, Vasudev A, Zou GY, Berryman N, Lussier M, Vanderhaeghe L, Bherer L 29661156
PERFORM
10 Cognitive plasticity in older adults: effects of cognitive training and physical exercise. Bherer L 25773610
PERFORM
11 Specific transfer effects following variable priority dual-task training in older adults. Lussier M, Bugaiska A, Bherer L 27372514
PERFORM
12 Cognitive Involvement in Balance, Gait and Dual-Tasking in Aging: A Focused Review From a Neuroscience of Aging Perspective Li KZH; Bherer L; Mirelman A; Maidan I; Hausdorff JM; 30425679
PERFORM

 

Title:Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.
Authors:Khalili-Mahani NAssadi ALi KMirgholami MRivard MEBenali HSawchuk KDe Schutter B
Link:https://www.ncbi.nlm.nih.gov/pubmed/32213474?dopt=Abstract
DOI:10.2196/12388
Publication:JMIR mental health
Keywords:ICTbrain training gamescognitive trainingexercise gamesserious gamessilver gamingstress
PMID:32213474 Category:JMIR Ment Health Date Added:2020-03-28
Dept Affiliation: PERFORM
1 PERFORM Centre, Concordia University, Montreal, QC, Canada.
2 McGill Centre for Integrative Neuroscience, Montreal Neurological Institute, McGill University, Montreal, QC, Canada.
3 Department of Communications, Concordia University, Montreal, QC, Canada.
4 Armstrong Institute for Interactive Media Studies, Miami University, Oxford, OH, United States.

Description:

Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

JMIR Ment Health. 2020 Mar 26;7(3):e12388

Authors: Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard ME, Benali H, Sawchuk K, De Schutter B

Abstract

BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.

OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.

METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S1-BrainGame, S2-CarRace, and S3-Exergame). Each session included an identical sequence of activities (t1-Baseline, t2-Picture encode, t3-Play, t4-Stroop test, t5-Play, and t6-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire.

RESULTS: Session×activity effects were significant on all ambulatory measures (?210>20; P<.001) other than cortisol (P=.37). Compared with S1 and S2, S3 was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S1, we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S3. The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (?21>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group.

CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.

PMID: 32213474 [PubMed]





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