Assessing the efficacy of a video game to enhance to enhance cognitive health in older adults
Project Description
Recent cognitive neuroscience research by our laboratory has identified an age-related impairment in top-down modulation, specifically an inability of older adults to effectively suppress neural activity associated with distracting information. This filtering impairment contributes to a wide-range of cognitive changes that occur with normal aging.
The focus of this project is to develop a novel cognitive training program directed at remediating this filtering impairment. A key feature of this program is that high-density neural recordings with electroencephalography (EEG) will be utilized to guide its development and to evaluate the impact of its repetitive use on the brain and performance. The approach we are adopting to enhancing cognitive health in older adults does not involve explicitly teaching strategies, but rather capitalizes on neural plasticity that is retained in the aging brain.
With the help of the top professional video game designers, artists, and engineers, we have developed a novel plasticity-based, cognitive training program in the form of a driving video game that targets top-down modulation abilities in older adults while also being more “real world” and fun than tasks classically used in lab experiments and cognitive training.
We hypothesize that the demanding and adaptive nature of the game will maximally drive neural plasticity and performance improvements in older adults across a broad range of cognitive domains.
We will study thirty healthy younger (18-30 year olds) and sixty healthy older adults (60-80 year olds). These experiments will assess changes in neural and behavioral measures induced by playing the video game, as well as the transfer of skills to other cognitive operations and real-life abilities.
The ultimate goal is that targeting remediative efforts at a fundamental and deficient neural process in older adults will extend a positive and sustainable influence across multiple cognitive functions and life activities. In addition, the use of both neural and performance measures to guide game development and evaluation is expected to serve as a model system for the next generation of health games.
Interested in participating with us?
We are also investigating how our ability to deal with distraction changes as we age across every decade. We are currently using this game in a behavioral experiment, which compensates $15/hour. If you are in your 40's or 50's and meet the following criteria, please email us at 40yearolds@gmail.com (if you are in your 40s) or 50yearolds@gmail.com (if you are in your 50s) for more information!