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The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults

Objectives:To investigate whether a commercially available brain training program is feasible to use with a middle-aged population and has a potential impact on cognition and emotional well-being (proof of concept). Method: Fourteen participants (ages 46–55) completed two 6-week training conditions...

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Autores principales: McLaughlin, Paula M., Curtis, Ashley F., Branscombe-Caird, Laura M., Comrie, Janna K., Murtha, Susan J.E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Mary Ann Liebert, Inc. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5797320/
https://www.ncbi.nlm.nih.gov/pubmed/29189046
http://dx.doi.org/10.1089/g4h.2017.0032
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author McLaughlin, Paula M.
Curtis, Ashley F.
Branscombe-Caird, Laura M.
Comrie, Janna K.
Murtha, Susan J.E.
author_facet McLaughlin, Paula M.
Curtis, Ashley F.
Branscombe-Caird, Laura M.
Comrie, Janna K.
Murtha, Susan J.E.
author_sort McLaughlin, Paula M.
collection PubMed
description Objectives:To investigate whether a commercially available brain training program is feasible to use with a middle-aged population and has a potential impact on cognition and emotional well-being (proof of concept). Method: Fourteen participants (ages 46–55) completed two 6-week training conditions using a crossover (counterbalanced) design: (1) experimental brain training condition and (2) active control “find answers to trivia questions online” condition. A comprehensive neurocognitive battery and a self-report measure of depression and anxiety were administered at baseline (first time point, before training) and after completing each training condition (second time point at 6 weeks, and third time point at 12 weeks). Cognitive composite scores were calculated for participants at each time point. Results: Study completion and protocol adherence demonstrated good feasibility of this brain training protocol in healthy middle-aged adults. Exploratory analyses suggested that brain training was associated with neurocognitive improvements related to executive attention, as well as improvements in mood. Conclusion: Overall, our findings suggest that brain training programs are feasible in middle-aged cohorts. We propose that brain training games may be linked to improvements in executive attention and affect by promoting cognitive self-efficacy in middle-aged adults.
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spelling pubmed-57973202018-02-05 The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults McLaughlin, Paula M. Curtis, Ashley F. Branscombe-Caird, Laura M. Comrie, Janna K. Murtha, Susan J.E. Games Health J Original Articles Objectives:To investigate whether a commercially available brain training program is feasible to use with a middle-aged population and has a potential impact on cognition and emotional well-being (proof of concept). Method: Fourteen participants (ages 46–55) completed two 6-week training conditions using a crossover (counterbalanced) design: (1) experimental brain training condition and (2) active control “find answers to trivia questions online” condition. A comprehensive neurocognitive battery and a self-report measure of depression and anxiety were administered at baseline (first time point, before training) and after completing each training condition (second time point at 6 weeks, and third time point at 12 weeks). Cognitive composite scores were calculated for participants at each time point. Results: Study completion and protocol adherence demonstrated good feasibility of this brain training protocol in healthy middle-aged adults. Exploratory analyses suggested that brain training was associated with neurocognitive improvements related to executive attention, as well as improvements in mood. Conclusion: Overall, our findings suggest that brain training programs are feasible in middle-aged cohorts. We propose that brain training games may be linked to improvements in executive attention and affect by promoting cognitive self-efficacy in middle-aged adults. Mary Ann Liebert, Inc. 2018-02-01 2018-02-01 /pmc/articles/PMC5797320/ /pubmed/29189046 http://dx.doi.org/10.1089/g4h.2017.0032 Text en © Paula M. McLaughlin et al., 2018; Published by Mary Ann Liebert, Inc. This Open Access article is distributed under the terms of the Creative Commons License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited.
spellingShingle Original Articles
McLaughlin, Paula M.
Curtis, Ashley F.
Branscombe-Caird, Laura M.
Comrie, Janna K.
Murtha, Susan J.E.
The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title_full The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title_fullStr The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title_full_unstemmed The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title_short The Feasibility and Potential Impact of Brain Training Games on Cognitive and Emotional Functioning in Middle-Aged Adults
title_sort feasibility and potential impact of brain training games on cognitive and emotional functioning in middle-aged adults
topic Original Articles
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5797320/
https://www.ncbi.nlm.nih.gov/pubmed/29189046
http://dx.doi.org/10.1089/g4h.2017.0032
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