Game experience leads to improvement in cognitive functioning of the early middle-aged adults in contrast with the young-aged adults
DC Field | Value | Language |
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dc.contributor.author | Kim, Sangyub | - |
dc.contributor.author | Koo, Minmo | - |
dc.contributor.author | Nam, Kichun | - |
dc.date.accessioned | 2022-02-22T08:42:49Z | - |
dc.date.available | 2022-02-22T08:42:49Z | - |
dc.date.created | 2022-02-15 | - |
dc.date.issued | 2022-04 | - |
dc.identifier.issn | 0747-5632 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/136483 | - |
dc.description.abstract | Cognitive functioning is essential for living a life, in particular, to aged adults. As cognitive deteriorations begin already in the early stage of middle-aged people, it is crucial to prevent those cognitive deteriorations in advance. This study was designed to investigate the potential effect of game on cognitive enhancements interacting with participants' age. We recruited the young- and early middle-aged participants having game experience or no game experience to compare the game effect according to age. Cognitive abilities of the experimental groups were measured with Spatialmemory Span Task (SST), Attentional Network Task (ANT), Tower of London Task (TOL), and Balloon Analogue Risk Task (BART). There were no signficant different performancs in the youngaged game and non-game groups, while the early middleaged group showed superior performance in TOL compared to the early middle-aged non-game group. It indicates that the game effect on cognitive abilities was modulated by age and depended on types of cognitive functioning. Several reasons were addressed for explanation of cognitive enhancement of the early middle-aged group in TOL. Consequently, this study suggests the possible use of the game to maintain and develop our cognitive functioning, especially for aged adults. | - |
dc.language | English | - |
dc.language.iso | en | - |
dc.publisher | PERGAMON-ELSEVIER SCIENCE LTD | - |
dc.subject | DECISION-MAKING | - |
dc.subject | RISK-TAKING | - |
dc.subject | OLDER-ADULTS | - |
dc.subject | MEMORY SPAN | - |
dc.subject | GENDER-DIFFERENCES | - |
dc.subject | IMMEDIATE MEMORY | - |
dc.subject | TOWER | - |
dc.subject | TASK | - |
dc.subject | STANDARDIZATION | - |
dc.subject | PERFORMANCE | - |
dc.title | Game experience leads to improvement in cognitive functioning of the early middle-aged adults in contrast with the young-aged adults | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | Nam, Kichun | - |
dc.identifier.doi | 10.1016/j.chb.2021.107153 | - |
dc.identifier.scopusid | 2-s2.0-85121696368 | - |
dc.identifier.wosid | 000740277100006 | - |
dc.identifier.bibliographicCitation | COMPUTERS IN HUMAN BEHAVIOR, v.129 | - |
dc.relation.isPartOf | COMPUTERS IN HUMAN BEHAVIOR | - |
dc.citation.title | COMPUTERS IN HUMAN BEHAVIOR | - |
dc.citation.volume | 129 | - |
dc.type.rims | ART | - |
dc.type.docType | Article | - |
dc.description.journalClass | 1 | - |
dc.description.journalRegisteredClass | ssci | - |
dc.description.journalRegisteredClass | scopus | - |
dc.relation.journalResearchArea | Psychology | - |
dc.relation.journalWebOfScienceCategory | Psychology, Multidisciplinary | - |
dc.relation.journalWebOfScienceCategory | Psychology, Experimental | - |
dc.subject.keywordPlus | DECISION-MAKING | - |
dc.subject.keywordPlus | RISK-TAKING | - |
dc.subject.keywordPlus | OLDER-ADULTS | - |
dc.subject.keywordPlus | MEMORY SPAN | - |
dc.subject.keywordPlus | GENDER-DIFFERENCES | - |
dc.subject.keywordPlus | IMMEDIATE MEMORY | - |
dc.subject.keywordPlus | TOWER | - |
dc.subject.keywordPlus | TASK | - |
dc.subject.keywordPlus | STANDARDIZATION | - |
dc.subject.keywordPlus | PERFORMANCE | - |
dc.subject.keywordAuthor | Game | - |
dc.subject.keywordAuthor | Aging | - |
dc.subject.keywordAuthor | Cognitive deteriorations | - |
dc.subject.keywordAuthor | Middle-aged population | - |
dc.subject.keywordAuthor | Cognitive tasks | - |
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