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dc.contributor.authorMayas, Julia
dc.contributor.authorParmentier, Fabrice B. R.
dc.contributor.authorAndres, Pilar
dc.contributor.authorBallesteros, Soledad
dc.date.accessioned2024-07-03T11:01:28Z
dc.date.available2024-07-03T11:01:28Z
dc.date.issued2014-03-19
dc.identifier.citationMayas J, Parmentier F, Andres P, Ballesteros S. Plasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trial. PLoS One. 2014 Mar 19;9(3):e92269.en
dc.identifier.issn1932-6203
dc.identifier.otherhttp://hdl.handle.net/20.500.13003/11307
dc.identifier.urihttp://hdl.handle.net/20.500.12105/19978
dc.description.abstractA major goal of recent research in aging has been to examine cognitive plasticity in older adults and its capacity to counteract cognitive decline. The aim of the present study was to investigate whether older adults could benefit from brain training with video games in a cross-modal oddball task designed to assess distraction and alertness. Twenty-seven healthy older adults participated in the study (15 in the experimental group, 12 in the control group. The experimental group received 20 1-hr video game training sessions using a commercially available brain-training package (Lumosity) involving problem solving, mental calculation, working memory and attention tasks. The control group did not practice this package and, instead, attended meetings with the other members of the study several times along the course of the study. Both groups were evaluated before and after the intervention using a cross-modal oddball task measuring alertness and distraction. The results showed a significant reduction of distraction and an increase of alertness in the experimental group and no variation in the control group. These results suggest neurocognitive plasticity in the old human brain as training enhanced cognitive performance on attentional functions.en
dc.description.sponsorshipThis work was supported by grants from the Spanish Government to SB (PSI2010-21609-C02-01) and PA (PSI2010-21609-C02-02), Madrid Community Biomedical Research grant to SB (S2010/BMD-2349), as well as a research grant from the Spanish Ministry of Science and Innovation (PSI-2009-08427) and Plan E and a RamA3n y Cajal Fellowship (RYC-2007-00701) awarded to FP. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.es_ES
dc.language.isoengen
dc.publisherPublic Library of Science (PLOS) en
dc.rights.urihttps://creativecommons.org/licenses/by/3.0/*
dc.subject.meshTask Performance and Analysis *
dc.subject.meshAged *
dc.subject.meshMale *
dc.subject.meshCase-Control Studies *
dc.subject.meshNeuronal Plasticity *
dc.subject.meshAdult *
dc.subject.meshFemale *
dc.subject.meshVideo Games *
dc.subject.meshHumans *
dc.subject.meshDemography *
dc.subject.meshMiddle Aged *
dc.subject.meshAttention *
dc.titlePlasticity of Attentional Functions in Older Adults after Non-Action Video Game Training: A Randomized Controlled Trialen
dc.typeresearch articleen
dc.rights.licenseAttribution 3.0 Unported*
dc.identifier.pubmedID24647551es_ES
dc.format.volume9es_ES
dc.format.number3es_ES
dc.format.pagee92269es_ES
dc.identifier.doi10.1371/journal.pone.0092269
dc.relation.publisherversionhttps://dx.doi.org/10.1371/journal.pone.0092269en
dc.identifier.journalPloS Onees_ES
dc.rights.accessRightsopen accessen
dc.subject.decsDemografía*
dc.subject.decsAtención*
dc.subject.decsHumanos*
dc.subject.decsPersona de Mediana Edad*
dc.subject.decsJuegos de Video*
dc.subject.decsAnciano*
dc.subject.decsFemenino*
dc.subject.decsAnálisis y Desempeño de Tareas*
dc.subject.decsAdulto*
dc.subject.decsEstudios de Casos y Controles*
dc.subject.decsMasculino*
dc.subject.decsPlasticidad Neuronal*
dc.identifier.scopus2-s2.0-84898658950
dc.identifier.wos333348500104
dc.identifier.puiL372838835


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