Brain Training Game May Delay Dementia by 25% in Seniors
A new study suggests a specific type of brain training may delay the onset of dementia in individuals over 65 by approximately 25%. Surprisingly, the most effective training didn’t focus on memory or problem-solving, but rather on an interactive computer game designed to test the ability to distinguish between two similar images presented in rapidly decreasing intervals.
How the Training Works
The game presents users with a scene – desert, urban, or rural – featuring either a car or a tractor. A Route 66 sign briefly appears amongst other distracting signage. Players must correctly identify both the vehicle and the location of the Route 66 sign. As performance improves, the images are displayed for shorter and shorter durations.
“This is what we call a divided attention task, where you don’t have a conscious strategy for how to get better,” explained Marilyn Albert, co-author of the study, a professor of neurology at Johns Hopkins University School of Medicine, and director of the Johns Hopkins Alzheimer’s Disease Research centre in Baltimore. “You’re just trying to do the best you can to figure out how to divide your attention.” The game is also adaptive, becoming more challenging as the player’s skills increase.
The ACTIVE Study: A Long-Term Look
The research, part of the larger ACTIVE (Advanced Cognitive Training for Independent and Vital Elderly) study, began in 1998 and involved more than 2,800 volunteers averaging 74 years of age. All participants were living independently and were free of dementia at the study’s outset, with a control group receiving no training. According to Albert, the study’s participant base was notably representative, with 25% identifying as members of minority groups, allowing for broader applicability of the findings across the U.S. Population.
The ACTIVE study tested three types of cognitive training. One group focused on memory techniques, while another received training in reasoning and problem-solving. The third group utilized the speed-of-processing game, initially developed by researchers at the University of Alabama and the University of Kentucky. The game was later sold to BrainHQ, a for-profit brain training company, and is now known as Double Decision.
Implicit Learning and Brain Function
These adaptive, dual-attention games leverage implicit learning – the automatic acquisition of skills without conscious awareness. Albert explained that implicit learning engages different parts of the brain compared to conscious problem-solving or understanding language, citing examples like riding a bicycle or tying shoelaces. “If you don’t ride a bike for 10 years, you can get on a bike, and ride. We know that type of learning is very durable,” she said.
The Importance of Continued practise
The initial training programme was intensive, involving twice-weekly, 60-75 minute sessions over five weeks. Approximately half of the participants in each cognitive training group received booster sessions – four one-hour sessions – after the first year, with an additional four hours of training at the three-year mark, totaling 22.5 hours of training.
Twenty years later, analysis of Medicare records revealed that only the speed-of-processing game, combined with the booster sessions, correlated with a 25% reduction in dementia diagnoses compared to the control group. However, this benefit was only observed in participants who completed both the initial training and the reinforcement sessions.
What Might Happen Next
Further research could explore the optimal duration and frequency of training needed to maximize the protective effects. It’s possible that personalized training programs, tailored to individual cognitive profiles, could yield even greater benefits. Studies could investigate whether combining this type of cognitive training with other lifestyle interventions – such as diet and exercise – could create a synergistic effect in reducing dementia risk.
Frequently Asked Questions
What type of game was used in the study?
The game involved identifying a vehicle and the location of a Route 66 sign amongst distracting images, with the speed of presentation increasing as the player improved.
How many participants were involved in the study?
The ACTIVE study involved over 2,800 volunteers with an average age of 74.
Was the benefit seen with all types of cognitive training?
No, the 25% reduction in dementia diagnoses was only observed in the group that received the speed-of-processing game training *and* completed the booster sessions.
while this research offers a promising avenue for potentially mitigating dementia risk, experts emphasize that cognitive training is just one piece of the puzzle. A holistic approach to brain health, encompassing a healthy lifestyle, remains crucial.