Video game training enhances cognitive control in older adults (original) (raw)
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Acknowledgements
We thank J. Avila, N. Barbahiya, M. Gugel, B. Jensen, R. Moustafa, Y. Rezaeihaghighi, P. Sztybel, C. Vong, A. Wang, B. Yang and D. Yerukhimov for their help with data collection and analyses, and B. Benson for assistance with the NeuroRacer behavioral analysis stream. Thanks to D. Ellingson, N. Falstein, and M. Omernick for insights and support of NeuroRacer development. Thanks to J. Bollinger, J. Kalkstein, J. Mishra, B. Voytek and T. Zanto for support on ERSP and coherence analyses, and Z. Chadick, W. Clapp, J. Fung, M. Hough, E. Morsella, J. Pa, M. Rubens, P. Wais, C. Walsh, and D. Ziegler for helpful discussions. Thanks to all of our participants whose time and efforts made this work possible, and Apple who generously loaned the Gazzaley laboratory all of the MacBook Pro laptops used in this study. Support for this research was provided by the Robert Wood Johnson Foundation's Pioneer Portfolio through a grant from its national program, ‘Health Games Research: Advancing Effectiveness of Interactive Games for Health’ (A.G.) and the National Institute of Aging (A.G.). J.A.A. was supported by a UCSF Institutional Research and Career Development Award (IRACDA).
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Authors and Affiliations
- Department of Neurology, University of California, San Francisco, 94158, California, USA
J. A. Anguera, J. Boccanfuso, J. L. Rintoul, O. Al-Hashimi, F. Faraji, J. Janowich, E. Kong, Y. Larraburo, C. Rolle, E. Johnston & A. Gazzaley - Department of Physiology, University of California, San Francisco, 94158, California, USA
J. A. Anguera, O. Al-Hashimi & A. Gazzaley - Center for Integrative Neuroscience, University of California, San Francisco, 94158, California, USA
J. A. Anguera, J. Boccanfuso, J. L. Rintoul, O. Al-Hashimi, F. Faraji, J. Janowich, E. Kong, Y. Larraburo, C. Rolle & A. Gazzaley - Department of Psychiatry, University of California, San Francisco, 94158, California, USA
A. Gazzaley
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Contributions
J.A.A., J.B., J.L.R., O.A., E.J. and A.G. designed the experiments; J.A.A., J.L.R., O.A., E.J. and A.G. developed the NeuroRacer software; J.A.A., J.B., O.A., F.F., E.K., Y.L. and C.R. collected the data; J.A.A., J.B., O.A., J.J. and C.R. analysed the data; and J.A.A. and A.G. wrote the paper. All authors discussed the results.
Corresponding authors
Correspondence toJ. A. Anguera or A. Gazzaley.
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Competing interests
A.G. is co-founder and chief science advisor of Akili Interactive Labs, a newly formed company that develops cognitive training software. A.G. has a patent pending for a game–based cognitive training intervention, ‘Enhancing cognition in the presence of distraction and/or interruption’, which was inspired by the research presented here.
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Anguera, J., Boccanfuso, J., Rintoul, J. et al. Video game training enhances cognitive control in older adults.Nature 501, 97–101 (2013). https://doi.org/10.1038/nature12486
- Received: 16 January 2013
- Accepted: 18 July 2013
- Published: 04 September 2013
- Issue Date: 05 September 2013
- DOI: https://doi.org/10.1038/nature12486