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Video Games and Cognitive Skills in Seniors

The document discusses how video games may help improve and maintain cognitive functions in elderly populations. It explores how games can train both physical and mental skills, but that mental skills like reaction time, problem-solving, and memory are more likely to transfer to other areas of life. Several studies are summarized that found improved cognitive performance in areas like processing speed, reaction time, and executive function in older adults after playing video games for 2-11 weeks. However, one study found no improvement in motor skills from active video games. Overall, the document examines the potential for video games to serve as a low-cost cognitive training tool for older adults.

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0% found this document useful (0 votes)
19 views13 pages

Video Games and Cognitive Skills in Seniors

The document discusses how video games may help improve and maintain cognitive functions in elderly populations. It explores how games can train both physical and mental skills, but that mental skills like reaction time, problem-solving, and memory are more likely to transfer to other areas of life. Several studies are summarized that found improved cognitive performance in areas like processing speed, reaction time, and executive function in older adults after playing video games for 2-11 weeks. However, one study found no improvement in motor skills from active video games. Overall, the document examines the potential for video games to serve as a low-cost cognitive training tool for older adults.

Uploaded by

FranzJ
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

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Introduction

With mental health awareness becoming more pronounced, and most people

unfortunately having some experience with a friend or family member having a mental illness,

the need for ease of cognitive training and maintenance is constantly increasing. While cognitive

training has proved effective with platforms such as books and teachings, there is a higher

chance that the satisfaction level of students of these platforms will be lower than if they had

learned that information through something such as a game. Games can teach information; a

valid point of study has been how they can affect cognitive skill. The question I have decided to

research is whether or not becoming skilled in intense videogames, can help to maintain

cognitive functions such as quick thinking and reaction time; focusing on elderly members of

society, and the difference between knowledge and physical skill learned specifically for the

game and global cognitive skill that has the ability to transfer to other things in life. My interest

in this topic originates from my background with videogames, but also from noticing a decreased

reaction time in older people, especially my mom while driving. Due to increased cognitive

function having the ability to make every aspect of your life better; the elderly would be satisfied

and aware of their own lives into their later years. I feel that an especially important aspect to

this is vehicle driving skill, due to the focus and reaction time needed to drive, and how common

of an activity it is among most of the world’s population. More people with faster reaction time

and better focus would mean less car crashes from distracted driving, and more prevented due to

reflex ability gained. Videogames can be a low-cost, quick, and effective solution to preserving

cognitive function, with training platforms including computers and video game consoles.

Gaming platforms are similarly priced in terms of equipment needed for other reaction time

training platforms, such as sports, with a game console maximum being only a few hundred
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dollars, although a personal computer with high-end parts can reach up into the thousands. The

benefits from videogames do not come right away, which is why I used the term ‘training

platforms’. I noticed this in most of the studies that I found, as they were at most 11 weeks, and

at a minimum, two weeks.

Interest in this topic has come from my personal experience with how I have improved

from videogames. I first noticed it in my reaction time when I started to drive. Multiple times

my mom in the passenger seat would react much later than me if I had to swerve to avoid

somebody pulling in front of me, and it got me thinking about how people could have the ability

to improve reaction time. I decided to research this topic because having decreased reaction time

would help to make people safer on the road. I considered the ability of videogames to train

real-world soldiers, but I do not think mouse and keyboard coordination would translate well to

body and gun shooting coordination. So, my research would only be helpful for younger people

who would like to maintain their cognitive functionality into their older years, and who probably

already like to play video games, as it can take many hours to notice improvement.

My background with video games goes back to Nintendo handhelds, but those were

played fairly casually by me. I like to place videogames into two groups based on what kind of

human skill it takes; physical and mental. The most common type of physically demanding

games are rhythm games. Whether you are playing a Dance Dance Revolution arcade machine

with your legs, or playing Beatmania IIDX with your hands; there is a physical learning curve

for your body to adapt to the game. For example, with some ‘vibro’ songs, the player is

expected to hit approximately sixty five keys per second (on seven different keys). Physically

demanding games often take hundreds of hours to master, but once your body adapts, there is not

much further you can go; you play by muscle memory off the visual cues without thinking very
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1
much; resulting in skill that is not very transferable to everyday life. The second class of game

is mental, where quick thinking and knowledge about the game is more important than reaction

time. In a first person shooter game such as Counter Strike, this includes things such as

knowledge about specific maps, positioning, angles, and grenade throws. But of course,

professional players are well-versed in physical aspects as well, such as aim and movement. A

game genre that is based almost entirely off of mental skill is MMORPG, due to strategy being

the main focus of the game. Games that train mental skill are more likely to train cognitive

function globally, including things such as executive decision, and reaction time.

Results

I have reviewed studies on cognitive skills in relation to videogames and the elderly with

the following key words in computerized databases: reaction time, video games, elderly,

cognitive function, active video games. Valid studies include those in which a person over the

age of 55 without a previous diagnosis of cognitive impairment would have cognitive speeds

measured over time using an electronic game. Eight studies have been found that investigate

videogames as a valid means to improving cognitive function of adults aged 50 to 87. The

duration of the training sessions lasted two to 11 weeks, with sessions being from twice to five

times weekly. One study specifically tested processing speed via the playing of Pac-man or

Donkey-Kong for seven weeks. The results showed a general increase in processing speed, for

compatible tasks d = .33 and for incompatible d = .56 1. The tasks did not suffer from a speed to

accuracy trade off either. For six other studies, multiple cognitive domains were trained. Two

studies reported improved reaction time after using Nintendo Super Tetris for five weeks, or a

1
Schrader, P. G., & McCreery, M. (2008). The acquisition of skill and expertise in massively multiplayer online
games. Educational Technology Research and Development, 56(5/6), 557-574.
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variety of Atari games. Another study reported benefits to executive control after subjects had

played Rise of Nations, along with other functions such as working memory and visual short
2
term memory. Another study researched the different ways in which a game can be learned 2.

For MMORPG games such as World of Warcraft, most players do not simply learn on their own.

Instead, a lot of social interaction is involved, as players tend to learn off of each other, and

create a community in the process. This leads to social skills being obtained from the game, and

a broader bank of knowledge being available to players, as information can be shared on things

such as forums and YouTube videos.

My focus of this research is to differentiate between physical and mental skill obtained

from videogames, a study that supports my idea that physical skill from video games is in most

cases non-transferrable to the real world was conducted with active videogames on the elderly.

The purpose of the study was to assist the elderly with motor functions to help prevent falling 33.

They were asked to play an active video game on the Wii via the balance board controller;

although the results found that no motor skill function was gained after their training.

Even at an old age, adults can improve cognitive aspects via video games. A good point

made is how cognitive function can only be improved when you are pushed to your limits. This

can become frustrating or discouraging, which videogames have helped to counter-act with

mental exercise, competition, and a sense of community within a game. The evidence in this

article points to there being promising yet conflicting information that video games help to

improve multitasking, processing speed, and sustained attention. This is also a step in the right

2
Using technologies for cognitive training in the elderly. (2011). Journal of CyberTherapy & Rehabilitation
(JCR), 4(2), 155-163.

3
Lamoth, C. J. C., Caljouw, S. R., & Postema, K. (2011). Active video gaming to improve balance in the elderly.
Studies in Health Technology & Informatics, 167, 159-164.
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direction for developing games specifically directed towards improving cognitive function of the

elderly. It was also discussed in this article that the elderly like to play games that promote

social interaction, but take little effort to play. This would make sense, as the elderly usually

lack motor function ability, so it is more helpful for them to train cognitively rather than

physically.

A study that supports my claim of videogames having a higher satisfaction is of one that

involves teaching Dr. Kawashima’s books versus Dr. Kawashima’s Brain Age game for the

Nintendo Dual-Screen System. The subjects were taught information using mental exercises,

and then asked afterwards what their satisfaction level for the class was. The subjects who were

taught with the video game system reported high satisfaction than those taught via the book.

A means of detection for motor impairment with an XBOX Kinect game shows that ease

of motor deficiency detection. The results shown were concurrent with previous results; which

means diagnosis of a motor disability could be done right in your home.4

Cognitive functions such as reaction time can actually be improved via video game

training; although there are some generalizations that cannot be made due to every race of human

having slightly different reaction time. There is also evidence within this study that cognitive

slow-down could be rooted in the ability to multitask. As older adults were tested, ability to

multitask in situations specifically designed for it was found to have correlation with process

speed. There was also a good point made how most games that train quick reaction time and

4
Van Sint Jan, S., Bonnechère, B., Sholukha, V., Van Vooren, M., Jansen, B., & Omelina, L. (2017). Suitability of
functional evaluation embedded in serious game rehabilitation exercises to assess motor development across
lifespan. Gait & Posture, 57, 35-39. 10.1016/[Link].2017.05.025
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thinking were not suitable for children, and required too much dexterity for the elderly.5 Most

games that involve quick thinking and reaction time also include shooting enemies with guns.

Parents tend to focus on this aspect of the game more than strategy when it comes to allowing

their children to play them; resulting in children being restricted from valuable cognitive skill.

Transferred cognitive skill has different levels of importance based on the audience.

Seniors who worked in a technical job field perceived the benefits of cognitive training video

games better than those who did not work in a technical field. Also, elderly who were retired

valued the cognitive exercises more than working elderly who thought they were having enough

cognitive activity each day.6

Not all game genres improve reaction time in the same way. It was found that people

who favor FPS games had a faster reaction time than players who favored MMORPG games.

However, players of FPS games have less ability with stop and cancel actions and reflex-

associated actions. The results of start reaction times are as follows, in the form of: M (SD);

MMORPG: 501.71 (220.88), MOBA: 525.04 (243.42), FPS: 363.85 (43.81). As shown, the

players who favor FPS games have a lower ‘start’ reaction time when compared to MMORPG

and MOBA players. For the reaction time to stop an action; MMORPG: 259.54 (51.82), MOBA:

249.83 (53.28), FPS: 291.86 (59.21). This shows evidence that FPS players take longer to react

to a stop action compared to players of other genres. This supports the idea that the best method

5
Dye, M. W. G., Green, C. S., & Bavelier, D. (2009). Increasing speed of processing with action video games. Current
Directions in Psychological Science, 18(6), 321-326. Retrieved from [Link]

6
How younger elderly realize usefulness of cognitive training video games to maintain their independent living.
(2018). International Journal of Information Management, 42, 1-12. 10.1016/[Link].2018.05.001 Retrieved
from [Link]
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for global cognitive training with video games would include multiple genres of games to have

the best hybrid reaction time (reacting to start and stop actions).

Discussion

Video games have proved to be an effective way of learning a new literacy with high

satisfaction rates. While books and more traditional methods can provide the same knowledge, a

higher satisfaction rate can lead to higher retention of knowledge, and more motivation when

learning. This could be helpful for young students or people who lack the ability to focus for

long periods of time, such as those with mental conditions such as ADHD. A popular increase in

educational video games would also provide more jobs in the technological field for game

developers; improving our economy.

Due to the cognitive transferrable skill from video games only being noticed possibly

thousands of hours into one’s gaming career; video game playing needs to start in the later teens

to early adulthood at least in order to maintain that skill throughout one’s elderly years. This

skill being the reaction time and executive decision making skills that come with intensive

strategy based games such as Counter Strike Global Offensive, but not only limited to FPS

games. MMORPG games have shown to help players with their hybrid reaction time; that is the

time needed to start an action, but also to cancel actions. An example of this would be being

able to react fast in CS:GO to shoot an enemy as they come around a corner, but also to be able

to stop shooting at that same enemy if you notice that another one has come around the corner,

and the one you were shooting has already died due to them unexpectedly having low health. As

far as testing the effectiveness of how videogames have improved or maintained cognitive skills

within adults aged around 30 to 40 years old in the current era; it may be impossible, as first
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person shooters and Massive Online Multiplayer games have only been around for

approximately 30 years, with the first popular game to require 3D mouse aim being Quake,

released in 1992. So, we may just have to wait until previous professional gamers are old are

gray to be able to prove that gaming actually maintains cognitive ability into one’s older years.

Learning deep game knowledge is in most cases useless in terms of transferrable

cognitive ability, but as previously stated in my research, you only improve cognitive ability

when pushing yourself to the limit. My most played game is CS:GO, so it where most of my

reaction time and decision making skills come from; as I have over 3000 hours in the game. The

way I have challenged myself in the game is with having smooth and focused movement using a

combination of keyboard and mouse coordination, along with in-depth game knowledge. I have

practiced many hours on movement specific maps that involve jumping from platform to

platform while strafing by pressing the A and D keys rapidly in coordination with looking left

and right with the mouse. The way I have pushed myself in this game mode is to maximize my

number of strafes while keeping my key pressing synced to my mouse. This skill may not be

immediately transferable to real life skill, but it teaches that in-depth knowledge of a subject

within a specific topic can result in a better understanding of the topic in general.

Once video games have gained a reputation for training cognitive skill, marketers for

these educational games will need to know the audience that is best to advertise to. A study I

researched has showed that elderly who do not participate in much cognitive activity per day are

more likely to be interested in cognitive training game to maintain their awareness and increase

their quality of life. Adults that are currently in a career tend to be less interested in cognitive

training, as they feel the work they do at their jobs keeps their executive decision making and

other cognitive skills maintained. Children are often more interested in video games than adults,
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as they have more free time on their hands. This would result in advertisers focusing more on

kids, and game developers creating more family-friendly games. A typical problem seen with

most games that require fast reaction time and complex decision making skills is that they

involve shooting enemies with guns, which tends to be the only thing that parents see, so they

think it promotes violence. Deeper knowledge of the game would help them realize it is more

based of strategy and aim rather than just mindless slaughter. Games that do just focus on the

killing aspect tend to require a low amount of skill, and are made mainly for entertainment,

similar to the concept of violent movies. There are however, many strategy focused games that

do not focus much on the violence aspect, while still challenging the player to make fast-paced

executive decisions on how to control the game. An example of this that I played as a kid in my

elementary to middle school years was Spore, a game where you create and control the survival

of a species all the way from being a cell, to reaching the center of the galaxy. Strategy is

involved when interacting with other species; whether to take peaceful or aggressive action

against them, to improve the overall successfulness of your creature.

Cheating within video games can be helpful to those who are interested in practicing their

software development skills. Typically, cheating is looked down upon, as it is usually done

against other players who are not cheating; therefore making the game unfair. However, within

certain communities of online games, there is a cheater versus cheater style of gameplay known

as “HvH” (Hack vs. Hack). This community turns the video games into a platform for software

optimization, where cheaters are matched against each other to determine who has written better

code. This includes cheats that aim for them, assist their movement, and prevent other cheaters

from being able to aim at their heads. Programming skill obtained from this game mode has the

ability to be transferred to real-world software work, as cheats made from scratch require a
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design for the user interface and intuitive controls. Although employers may not be delighted to

see this information within a portfolio on a resume, but cheat development is totally valid

software experience, as there is much competition and interaction within the community.

Within my conducted research, I discovered a study that showed a technology I think

could have much potential; the use of an Xbox Kinect to detect motor-function disability. The

Xbox Kinect is a peripheral device for the Xbox that includes a camera, a microphone, and an

infrared sensor. With these, the device is able to track your movements. While the Xbox Kinect

is slightly dated in terms of technology nowadays, it provides an insightful concept. Let’s say

that a person was having stability issues when walking, or an athlete was having trouble with

their form. With newer tracking technology, such as that of the HTC Vive body trackers (works

in conjunction with a Virtual Reality headset), medical professionals and coaches would be

better able to see exactly what is going on with the person’s movements. This technology could

also be used for benchmarks with physical training. Let’s say you are trying to learn a new trick

on your bike, to be able to see your movements scored in real-time, would lead to efficient

learning. Score can also be used as a great motivational tool for success. A personal example of

mine comes from a rhythm game I like to play called “osu!” (Yes, the exclamation mark is part

of the title). When I first started playing, my leaderboard number was very high (in the

millions), which is bad, as it means millions of other players are above me. But, as I played

more, not only was I noticing improvement just in my own skill, I had solid proof I was getting

better from my rank number increasing. My friend and I would compete with our ranks; it made

the game fun, and gave a sense of importance, as each player has their own unique number. So,

a method of leaderboard rankings implemented into things not normally being able to be ranked

could lead to massive global competition over physical skills, as they could now be tracked and
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judged according to accuracy. There would also be more ease in diagnosis of physical problems,

such as scoliosis, if people would be able to do it right in their own homes.

The most common daily skill that I believe would be improved from cognitive ability

gained from video games would be driving. Millions of people drive every day, and thousands

each year die from distracted driving. While driving may not require the fastest reaction time or

the most strategy; one aspect is of the upmost importance: focus. Skills such as reaction time

won’t matter unless you are staying actively focused. It can be easy to day-dream while driving,

but a turn of events can happen in an instant. I like to compare it to sailing; you are either very

bored, or in extreme panic. Simulated stress from video games can help one to train for

situations when panic ensues. For example, staying focused in a game such as Counter Strike

can help you to be alert at all times, for if an enemy comes around a corner, you need to be

ready. Professional players of video games often practice meditating techniques to help them

keep calm when playing in front of people at a major event. The last thing they want is a

clouded consciousness when trying to make split-second decisions and coordinated team plays.

While there are other ways to train for stressful situations, video games have ease of access, and

usually little consequence for error. Video games can help give realization for why you care

about something, and help you visualize different situations for what would happen based on

your actions. I believe that the best training grounds for these strategic skills would be

MMORPG games. They most times involve many people, and missions within games can call

for hours of training in advance for. Pokémon battles played at the professional level involve a

lot of math, prediction, and preparation. Players will calculate the damage of each of their hits,

and use a combination of items and different types of Pokémon to counter their opponent as best
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as possible. I personally think there is too much luck involved with the game’s random number

generator to want to play it as more than just a casual game.

Since I now know that there is already evidence of cognitive ability being able to

improve—with user satisfaction—via video games, it makes this whole exploration more

valuable to my audience. But, what audience would benefit the most from this? Well,

technically anybody can improve cognitive skill with videogames, but most likely it would be

young adults who already play games and would like to maintain their skill throughout their

older years, and older members of the elderly community who feel as if they are not getting

enough cognitive activity during a common day—as they are now retired and simply fading

away. I have also learned that the elderly typically enjoy games that do not require much effort,

but are still competitive and support social interaction. Although, I do not think that games such

as these would help to improve more physically related things such as reaction time. Players of

first person shooter games were found to have the fastest reaction time compared to players of

MMORPGs and other less intensive games. But, they lack in cancelling reflex reaction and

careful decision making. Which is why if somebody would like to be serious about improving

their global cognitive skill, while also improving reaction time, playing multiple genres of games

would be the most helpful to them. Otherwise, if you are spending too much time on one

particular game, you are only learning in-depth game knowledge that most likely cannot be

applied to other situations in life. Skills such as that have low “cognitive transferability”. An

example of this would be: knowing every angle to shoot and look at on a certain map in Counter

Strike. Sure, knowing some angles for a range of maps can help with your quick memory skills,

but simply going further than that and you would just be wasting your time; unless you are a

professional player—and that is a rare case. Topics discussed have and lead me to believe
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simple motor functions can have the ability to be trained also, and can have applications outside

of gaming. An example would be: an excel spreadsheet maker that is constantly clicking around

the screen finds that after numerous hours of playing first person shooters and MMOs such as

CrossFire and World of Warcraft, they are now able to complete more actions per minute with

their keyboard, and aim faster on the screen with the mouse. This appears to be a rare case, as

most of the time physical abilities acquired from video games cannot be applied to anything else

in life.

Overall my research has helped me to see the importance towards cognitive improvement

research that these results could bring. I think there is still a sort of stigma around video games

for the older generation; they may have prejudice against new technology. But, I hope in the

future that people will change their mind set as technology improves and more people will be

able to reap the cognitive benefits associated with video game playing.

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