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RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE AGED 50 AND OLDER

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Page 1: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

RUTH-ANN STYRON, LRT, BCBEAST CAROLINA UNIVERSITY

A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE AGED 50

AND OLDER

Page 2: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Objectives

To learn about the current state of evidence-based research surrounding video games used for health and wellness.

To understand the need for effective interventions for declines in cognition.

To learn about how casual video games could be used to maintain and improve cognition.

To understand the methodology used for this study.

Page 3: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

POSITIVE EFFECTS OF VIDEO GAMES

Video Game Research

Page 4: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Anxiety

(Patel et al., 2006)

Reduced anxietyin children beforesurgery, as effectiveas an oral sedative

Page 5: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

20% reductionin pain whencompared withstandardanalgesic interventions

Burn Pain

(Sharar et al., 2007)

Page 6: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Changes in cognition associated with Alzheimer’s diagnosis

Diagnostic Tool

(Jimison, Pavel, McKanna & Pavel, 2004)

Page 7: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Improvingpatient carein cancerunits

Training Medical Students

(Fukuchi, Offutt, Sacks, & Mann, 2000).

Page 8: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Cognition

Page 9: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Cognition

Processing speedMental FlexibilityMemoryAttentionInhibitionOrganizingDecision-making

Frontal Lobe

Page 10: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Purpose

Cognition deficits occur as people age.

Effective interventions to maintain and improve cognition are needed.

Current interventions have low compliance and little evidence-based research for effectiveness.

Page 11: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Current Interventions – Serious Games

Playing Brain Age for 4 weekscould lead to improved cognitivefunctions in older adults (Nouchi et al., 2012)

Non-quantitative reviewof cognitive interventionsshows limited support(Vidovich & Almeida, 2011)

Page 12: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Casual Video Games

Page 13: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Casual Video Games

Page 14: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

How Video Games Improve Cognition

Brain Plasticity

Task Engagement

Transfer of Training

Page 15: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Flow and Task Engagement

ability challenge

Page 16: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Frustration

Page 17: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Boredom

Page 18: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

How Video Games Improve Cognition

Brain Plasticity

Task Engagement

Transfer of Training

Page 19: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

RESEARCH DESIGN

Methodology

Page 20: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Population & Sample

Population Individuals in Eastern North Carolina aged fifty years

and older.

Sample included adults over the age of fifty who are able to give informed consent and possess at least a sixth grade reading level.

Incentives

Page 21: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Data Collection Protocol

Page 22: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Psychophysiological Measurements

Measurement of Electrical Brain Activity - Electroencephalography (EEG)

Measurement of Physiological Stress - Heart Rate Variability  (HRV)

Measurement of Breathing Rate – Respiration Strap

Page 23: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

Next Steps

Participant RecruitmentData CollectionStatistical AnalysisPublication

Page 24: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

References

Patel, A., Schieble, T., Davidson, M., Tran, M. C. J., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Pediatric Anesthesia, 16, 1019–1027.

Sharar, S., Carrougher, G., Nakamura, D., Hoffman, H., Blough, D., & Patterson, D. (2007). Factors influencing the efficacy of virtual reality distraction analgesia during postburn physical therapy: Preliminary results from 3 ongoing studies. Archives of Physical Medicine and Rehabilitation, 88, s43–s49.

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References

Jimison, H.B., Pavel, M., McKanna, J. and Pavel, J. (2004). Unobtrusive monitoring of computer interactions to detect cognitive status in elders. IEEE Transactions on Information Technology in Biomedicine, 8(3), 248-252.

Fukuchi, S., Offutt, L., Sacks, J., & Mann, B. (2000). Teaching a multidisciplinary approach to cancer treatment during surgical clerkship via an interactive board game. The American Journal of Surgery, 179, 337–340.

Page 26: RUTH-ANN STYRON, LRT, BCB EAST CAROLINA UNIVERSITY A RANDOMIZED CONTROLLED STUDY OF THE EFFECTIVENESS OF CASUAL VIDEO GAMES IN IMPROVING COGNITION IN PEOPLE

References

Nouchi, R., Yasuyuki, T., Hikaru, T., Hiroshi, H., Yuko, A., Yayoi, S.,… Ryuta, K. (2012). Brain training game improves executive functions and processing speed in the elderly: A randomized controlled trial. Plos One, 7(1), e29676. doi: 10.1371/journal.pone.0029676

Vidovich, M., & Almeida, O. (2011). Cognition-focused interventions for older adults: The state of play. Australasian Psychiatry, 19(4), 313-316. doi: 10.3109/10398562.2011.579973