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Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad
Work and study increasingly rely on the use of technologies requiring individuals to switch attention rapidly between emails, texts and tasks. This has led to healthy people having problems of attention and concentration and difficulties getting into the “flow,” which impedes goal attainment and tas...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6348266/ https://www.ncbi.nlm.nih.gov/pubmed/30719000 http://dx.doi.org/10.3389/fnbeh.2019.00002 |
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author | Savulich, George Thorp, Emily Piercy, Thomas Peterson, Katie A. Pickard, John D. Sahakian, Barbara J. |
author_facet | Savulich, George Thorp, Emily Piercy, Thomas Peterson, Katie A. Pickard, John D. Sahakian, Barbara J. |
author_sort | Savulich, George |
collection | PubMed |
description | Work and study increasingly rely on the use of technologies requiring individuals to switch attention rapidly between emails, texts and tasks. This has led to healthy people having problems of attention and concentration and difficulties getting into the “flow,” which impedes goal attainment and task completion. Possibly related to this, there is an increasing diagnosis of attention deficit hyperactivity disorder (ADHD) and prescriptions of drugs such as methylphenidate. In addition to ADHD, attention is impaired in other neuropsychiatric disorders, such as schizophrenia and in traumatic brain injury (TBI). Based on neuropsychological and neuroimaging evidence, we developed “Decoder,” a novel game for targeted cognitive training of visual sustained attention on an iPad. We aimed to investigate the effects of cognitive training in 75 healthy young adults randomly assigned to a Cognitive Training (8 h of playing Decoder over 4 weeks; n = 25), Active Control (8 h of playing Bingo over 4 weeks; n = 25) or Passive Control (continuation of activities of daily living; n = 25) group. Results indicated that cognitive training with Decoder was superior to both control groups in terms of increased target sensitivity (A’) on the Cambridge Neuropsychological Test Automated Battery Rapid Visual Information processing (CANTAB RVP) test, indicating significantly improved sustained visual attention. Individuals playing Decoder also showed significantly better performance on the Trail Making Test (TMT) compared with those playing Bingo. Significant differences in visual analogue scales were also found between the two gaming groups, such that Decoder received higher ratings of enjoyment, task-related motivation and alertness across all hours of game play. These data suggest that cognitive training with Decoder is an effective non-pharmacological method for enhancing attention in healthy young adults, which could be extended to clinical populations in which attentional problems persist. |
format | Online Article Text |
id | pubmed-6348266 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-63482662019-02-04 Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad Savulich, George Thorp, Emily Piercy, Thomas Peterson, Katie A. Pickard, John D. Sahakian, Barbara J. Front Behav Neurosci Neuroscience Work and study increasingly rely on the use of technologies requiring individuals to switch attention rapidly between emails, texts and tasks. This has led to healthy people having problems of attention and concentration and difficulties getting into the “flow,” which impedes goal attainment and task completion. Possibly related to this, there is an increasing diagnosis of attention deficit hyperactivity disorder (ADHD) and prescriptions of drugs such as methylphenidate. In addition to ADHD, attention is impaired in other neuropsychiatric disorders, such as schizophrenia and in traumatic brain injury (TBI). Based on neuropsychological and neuroimaging evidence, we developed “Decoder,” a novel game for targeted cognitive training of visual sustained attention on an iPad. We aimed to investigate the effects of cognitive training in 75 healthy young adults randomly assigned to a Cognitive Training (8 h of playing Decoder over 4 weeks; n = 25), Active Control (8 h of playing Bingo over 4 weeks; n = 25) or Passive Control (continuation of activities of daily living; n = 25) group. Results indicated that cognitive training with Decoder was superior to both control groups in terms of increased target sensitivity (A’) on the Cambridge Neuropsychological Test Automated Battery Rapid Visual Information processing (CANTAB RVP) test, indicating significantly improved sustained visual attention. Individuals playing Decoder also showed significantly better performance on the Trail Making Test (TMT) compared with those playing Bingo. Significant differences in visual analogue scales were also found between the two gaming groups, such that Decoder received higher ratings of enjoyment, task-related motivation and alertness across all hours of game play. These data suggest that cognitive training with Decoder is an effective non-pharmacological method for enhancing attention in healthy young adults, which could be extended to clinical populations in which attentional problems persist. Frontiers Media S.A. 2019-01-21 /pmc/articles/PMC6348266/ /pubmed/30719000 http://dx.doi.org/10.3389/fnbeh.2019.00002 Text en Copyright © 2019 Savulich, Thorp, Piercy, Peterson, Pickard and Sahakian. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Neuroscience Savulich, George Thorp, Emily Piercy, Thomas Peterson, Katie A. Pickard, John D. Sahakian, Barbara J. Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title | Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title_full | Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title_fullStr | Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title_full_unstemmed | Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title_short | Improvements in Attention Following Cognitive Training With the Novel “Decoder” Game on an iPad |
title_sort | improvements in attention following cognitive training with the novel “decoder” game on an ipad |
topic | Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6348266/ https://www.ncbi.nlm.nih.gov/pubmed/30719000 http://dx.doi.org/10.3389/fnbeh.2019.00002 |
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