Cargando…

Brain Training Games Enhance Cognitive Function in Healthy Subjects

BACKGROUND: Brain training games (BTG) are believed to play a major role in improving cognitive functions. The current study evaluated if BTG showed positive impact on attention and memory functions compared with baseline visit in healthy subjects. MATERIAL/METHODS: The study was carried out from Oc...

Descripción completa

Detalles Bibliográficos
Autores principales: Al-Thaqib, Abdulrahman, Al-Sultan, Fahad, Al-Zahrani, Abdullah, Al-Kahtani, Fahad, Al-Regaiey, Khalid, Iqbal, Muhammad, Bashir, Shahid
Formato: Online Artículo Texto
Lenguaje:English
Publicado: International Scientific Literature, Inc. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5930973/
https://www.ncbi.nlm.nih.gov/pubmed/29674605
http://dx.doi.org/10.12659/MSMBR.909022
_version_ 1783319569533763584
author Al-Thaqib, Abdulrahman
Al-Sultan, Fahad
Al-Zahrani, Abdullah
Al-Kahtani, Fahad
Al-Regaiey, Khalid
Iqbal, Muhammad
Bashir, Shahid
author_facet Al-Thaqib, Abdulrahman
Al-Sultan, Fahad
Al-Zahrani, Abdullah
Al-Kahtani, Fahad
Al-Regaiey, Khalid
Iqbal, Muhammad
Bashir, Shahid
author_sort Al-Thaqib, Abdulrahman
collection PubMed
description BACKGROUND: Brain training games (BTG) are believed to play a major role in improving cognitive functions. The current study evaluated if BTG showed positive impact on attention and memory functions compared with baseline visit in healthy subjects. MATERIAL/METHODS: The study was carried out from October 2015 until April 2016 in the Department of Physiology, College of Medicine, King Saud University and in King Khalid University Hospital (KKUH), Riyadh, Saudi Arabia. We enrolled 51 normal healthy subjects to use a computerized cognitive training game (Lumosity) for exercises that target a range of cognitive functions, including attention, processing speed, visual memory, and executive functions for about 15 min per day, at least 7 days per week, for 3 weeks. The control (n=21) group did not perform the training. Both groups took the CANTAB test before and 3 weeks after training for various cognitive functions (flexibility, memory, attention, speed, and problem solving). Serum samples were used to study the brain-derived growth factor (BDNF) and apolipoprotein (Apo) E (APOE) levels. RESULTS: A significant improvement in Lumosity performance index was observed in the active group compared to the control group by the end of training (p-value 0.001). After the training, a statistically significant difference in most of the CANTAB measures, such as attention-switching task (AST), mean correct latency, AST switching cost, AST mean correct latency (congruent), AST mean correct latency (incongruent), AST mean correct latency (blocks 3 and 5) [non-switching blocks], AST mean correct latency (block 7) [switching block], and MOT mean correct latency (all P=0.000). However, in the control group, significant improvements were not observed. A positive correlation between pattern recognition memory (PRM) and APOE was found and people who had higher ApoE levels had faster response. CONCLUSIONS: An improvement in different cognitive domains was noted, including attention and motor speed. However, this study warrants further research to determine the long-term effect on other cognitive functions and in different groups (e.g., elderly vs. adults).
format Online
Article
Text
id pubmed-5930973
institution National Center for Biotechnology Information
language English
publishDate 2018
publisher International Scientific Literature, Inc.
record_format MEDLINE/PubMed
spelling pubmed-59309732018-05-03 Brain Training Games Enhance Cognitive Function in Healthy Subjects Al-Thaqib, Abdulrahman Al-Sultan, Fahad Al-Zahrani, Abdullah Al-Kahtani, Fahad Al-Regaiey, Khalid Iqbal, Muhammad Bashir, Shahid Med Sci Monit Basic Res Human Study BACKGROUND: Brain training games (BTG) are believed to play a major role in improving cognitive functions. The current study evaluated if BTG showed positive impact on attention and memory functions compared with baseline visit in healthy subjects. MATERIAL/METHODS: The study was carried out from October 2015 until April 2016 in the Department of Physiology, College of Medicine, King Saud University and in King Khalid University Hospital (KKUH), Riyadh, Saudi Arabia. We enrolled 51 normal healthy subjects to use a computerized cognitive training game (Lumosity) for exercises that target a range of cognitive functions, including attention, processing speed, visual memory, and executive functions for about 15 min per day, at least 7 days per week, for 3 weeks. The control (n=21) group did not perform the training. Both groups took the CANTAB test before and 3 weeks after training for various cognitive functions (flexibility, memory, attention, speed, and problem solving). Serum samples were used to study the brain-derived growth factor (BDNF) and apolipoprotein (Apo) E (APOE) levels. RESULTS: A significant improvement in Lumosity performance index was observed in the active group compared to the control group by the end of training (p-value 0.001). After the training, a statistically significant difference in most of the CANTAB measures, such as attention-switching task (AST), mean correct latency, AST switching cost, AST mean correct latency (congruent), AST mean correct latency (incongruent), AST mean correct latency (blocks 3 and 5) [non-switching blocks], AST mean correct latency (block 7) [switching block], and MOT mean correct latency (all P=0.000). However, in the control group, significant improvements were not observed. A positive correlation between pattern recognition memory (PRM) and APOE was found and people who had higher ApoE levels had faster response. CONCLUSIONS: An improvement in different cognitive domains was noted, including attention and motor speed. However, this study warrants further research to determine the long-term effect on other cognitive functions and in different groups (e.g., elderly vs. adults). International Scientific Literature, Inc. 2018-04-20 /pmc/articles/PMC5930973/ /pubmed/29674605 http://dx.doi.org/10.12659/MSMBR.909022 Text en © Med Sci Monit, 2018 This work is licensed under Creative Common Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0 (https://creativecommons.org/licenses/by-nc-nd/4.0/) )
spellingShingle Human Study
Al-Thaqib, Abdulrahman
Al-Sultan, Fahad
Al-Zahrani, Abdullah
Al-Kahtani, Fahad
Al-Regaiey, Khalid
Iqbal, Muhammad
Bashir, Shahid
Brain Training Games Enhance Cognitive Function in Healthy Subjects
title Brain Training Games Enhance Cognitive Function in Healthy Subjects
title_full Brain Training Games Enhance Cognitive Function in Healthy Subjects
title_fullStr Brain Training Games Enhance Cognitive Function in Healthy Subjects
title_full_unstemmed Brain Training Games Enhance Cognitive Function in Healthy Subjects
title_short Brain Training Games Enhance Cognitive Function in Healthy Subjects
title_sort brain training games enhance cognitive function in healthy subjects
topic Human Study
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5930973/
https://www.ncbi.nlm.nih.gov/pubmed/29674605
http://dx.doi.org/10.12659/MSMBR.909022
work_keys_str_mv AT althaqibabdulrahman braintraininggamesenhancecognitivefunctioninhealthysubjects
AT alsultanfahad braintraininggamesenhancecognitivefunctioninhealthysubjects
AT alzahraniabdullah braintraininggamesenhancecognitivefunctioninhealthysubjects
AT alkahtanifahad braintraininggamesenhancecognitivefunctioninhealthysubjects
AT alregaieykhalid braintraininggamesenhancecognitivefunctioninhealthysubjects
AT iqbalmuhammad braintraininggamesenhancecognitivefunctioninhealthysubjects
AT bashirshahid braintraininggamesenhancecognitivefunctioninhealthysubjects