CogniFit Program Improve ve Abi es Among Older Adults

CogniFit Program Improve
ve Abi
Among Older Adults
es
10th Interna
Kong/Springfield Pan-Asian Symposium on
Advances in Alzheimer Therapy
February 28, 29 - March 1, 2008; Hong Kong
Amos D. Korczyn Department of Neurology, Tel-Aviv Sourasky Medical Center, Tel-Aviv, Israel;
Sackler School of Medicine, Tel-Aviv University, Tel-Aviv, Israel; NextSig, Israel
Chava Peretz Department of Neurology, Tel-Aviv Sourasky Medical Center, Tel-Aviv, Israel;
Sackler School of Medicine, Tel-Aviv University, Tel-Aviv, Israel
Vered Aharonson School of Engineering, Tel-Aviv University, Tel-Aviv, Israel; NexSig, Israel
Nir Giladi Department of Neurology, Tel-Aviv Sourasky Medical Center, Tel-Aviv, Israel;
Sackler School of Medicine, Tel-Aviv University, Tel-Aviv, Israel
Background
Taking part in certain leisure activities such as reading, playing board games and
playing musical instruments is associated with slower rates of cognitive decline,
especially in terms of episodic memory (Verghese et al., 2003).
Recent research indicates that not only can regularly scheduled cognitive exercise
improve cognitive functioning, but it also reduces the risk of Alzheimer’s disease
(Wilson et al., 2002).
The benefits of cognitive stimulation can come from either explicit mental
stimulation or nonspecific mental stimulation (Ball et al., 2002, Moore et al., 2001).
Aim
To examine the effectiveness of cognitive stimulation among older adults.
Specifically, this study sought to answer the question of what is more effective individualized cognitive training or general stimulation using computer games?
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CogniFit Program Improve
ve Abi
Among Older Adults
es
Method
750 individuals, all of whom had volunteered to be assessed as to their risk of
developing Alzheimer’s, stroke, or falls in the future, were, a year later, offered
the possibility to enroll in the cognitive training study. 155 agreed and were
found to be eligible. Among those, 34 (21.9%) dropped out of the study. The
remaining 121 subjects (mean age = 67; range 50-81 years) completed the
study.
Subjects were allocated randomly into a training group (N=66) and an active
comparator group (N=55). Both groups took the NexAde assessment at the
beginning and at the end of the study. The training group was given
CogniFit, and trained for 24 sessions (a session of 20 min. every 2 to 3 days)
for approximately 3 months.
The control group was given a CD with selected computer games, and played
the games at approximately the same frequency and duration as the training
group.
The NexAde Assessment is software from Neurological Examination
Technologies Ltd. for early detection of Alzheimer’s disease. It is standardized
and has validity and reliability (Korczyn & Aharonson, 2006). The following
cognitive abilities are assessed by NexAde: Focused Attention, Sustained
Attention, Memory Recognition, Memory Recall, Visuo-Spatial Learning, Spatial
Short Term Memory, Executive Functions and Mental Flexibility.
The CogniFit Program is a computerized personal “mental gym,” to improve
cognitive abilities. Based on the results of an initial evaluation phase,
the program builds a personalized training program. The baseline evaluation
consists of 17 tasks, similar to those used in standard neurocognitive tests.
Each individual trains three sessions a week for a period of 20 minutes each
time.
The training program varies from one individual to the other in the selection of
tasks, the frequency with which each training task is used, and in the level of
difficulty determined by the results of the baseline evaluation. As the individual
trains and achieves higher scores, the tasks become harder.
The CD with Computer Games included 12 popular computer games
(Mathematical triangle, Labyrinth, X-O, Tangram, Tennis, Memory - Simon,
Memory - Pairs, Numbers, Tetris, Puzzles, Target practice, Snake) which were
selected to constitute the placebo intervention.
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CogniFit Program Improve
ve Abi
Among Older Adults
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Results
A comparison of the NexAde pre-test and post-test scores reveals that both groups
improved on most measures. The CogniFit group improved significantly on all NexAde
cognitive variables. The CogniFit group showed significantly more improvement than
the computer games group on 4 NexAde variables (Focused Attention, Visuo-spatial
Learning, Spatial Short Term Memory, Mental Flexibility).
There is a trend toward significance on the total score (p<0.08).
Regression analysis for baseline and post-test scores for both groups shows that when
the initial score was lower, the gain from CogniFit over computer games was higher.
The difference was more dramatic for the low baseline scores.
P(delta)<0.08
P<.001
Cognitive
0.6
improvement
(scores)
5.4
P<.0001
P<.0001
4.4
3.0
2.5
3.6
P<.05
2.7
3.7
P<.01
P<.01
4.6
P<.10
3.3
3.1 P<.05
2.5
0.2
P<.05
3.3
CogniFit group
Computer games group
The following pairs of abilities are
significantly correlated: Memory
Recognition and Memory Recall,
Visuo-Spatial Learning and Spatial
Short Memory, Executive Functions
and Mental Flexibility.
P<.10
2.1
P=NS
1.5
P=NS
Mental
flexibillty
-Visuo
spatial
learning
Memory
recall
Memory
recognition
Sustained
attention
Focused
attention
Total
score
Executive
functions
0.9
0.1
0.0
5.0
P<.001
P<.01
P<.01
P<.05
P<.01
4.8
0.4
0.3
P<.01
5.5
Spatial
short
memory
0.5
P(delta)<0.01 P(delta)<0.001 P(delta)<0.11
P(delta)<0.05
Conclusion
People who played computer games showed an improvement in performance,
but for people who used CogniFit, the improvement was significantly greater.
Thus, it appears that a systematic training program which adjusts the training
regimen to the individual’s baseline capabilities might be more efective than
a wide selection of games.
Cognitive training was most effective among subjects who started with low
cognitive abilities, thus suggesting that cognitive training may be indicated for
individuals who experience cognitive decline.
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