Please use this identifier to cite or link to this item: http://hdl.handle.net/1942/34680
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dc.contributor.authorBONNECHERE, Bruno-
dc.contributor.authorKlass, Malgorzata-
dc.contributor.authorLangley, Christelle-
dc.contributor.authorSahakian, Barbara Jacquelyn-
dc.date.accessioned2021-08-19T14:21:39Z-
dc.date.available2021-08-19T14:21:39Z-
dc.date.issued2021-
dc.date.submitted2021-08-10T07:17:41Z-
dc.identifier.citationScientific reports (Nature Publishing Group), 11 (1) (Art N° 12313)-
dc.identifier.urihttp://hdl.handle.net/1942/34680-
dc.description.abstractManaging age-related decrease of cognitive function is an important public health challenge, especially in the context of the global aging of the population. Over the last years several Cognitive Mobile Games (CMG) have been developed to train and challenge the brain. However, currently the level of evidence supporting the benefits of using CMG in real-life use is limited in older adults, especially at a late age. In this study we analyzed game scores and the processing speed obtained over the course of 100 sessions in 12,000 subjects aged 60 to over 80 years. Users who trained with the games improved regardless of age in terms of scores and processing speed throughout the 100 sessions, suggesting that old and very old adults can improve their cognitive performance using CMG in real-life use.-
dc.description.sponsorshipProf. Bruno Bonnechère was funded by the Fondation Wiener-Anspach ; Dr. Christelle Langley was funded by the Wellcome Trust Collaborative Award 200181/Z/15/Z; Prof. Barbara J Sahakian receives funding from the Wallitt Foundation and Eton College and research is conducted within the NIHR MedTech and in vitro diagnostic Co-operative (MIC) and the NIHR Cambridge Biomedical Research Centre (BRC) Mental Health and Neurodegeneration Temes.-
dc.language.isoen-
dc.publisherNATURE PORTFOLIO-
dc.rightsTe Author(s) 2021. Open Access Tis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. Te images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.-
dc.titleBrain training using cognitive apps can improve cognitive performance and processing speed in older adults-
dc.typeJournal Contribution-
dc.identifier.issue1-
dc.identifier.volume11-
local.format.pages11-
local.bibliographicCitation.jcatA1-
local.publisher.placeHEIDELBERGER PLATZ 3, BERLIN, 14197, GERMANY-
local.type.refereedRefereed-
local.type.specifiedArticle-
local.bibliographicCitation.artnr12313-
dc.identifier.doi10.1038/s41598-021-91867-z-
dc.identifier.pmid34112925-
dc.identifier.isiWOS:000663785600063-
local.provider.typePubMed-
local.uhasselt.uhpubyes-
local.uhasselt.internationalyes-
item.fullcitationBONNECHERE, Bruno; Klass, Malgorzata; Langley, Christelle & Sahakian, Barbara Jacquelyn (2021) Brain training using cognitive apps can improve cognitive performance and processing speed in older adults. In: Scientific reports (Nature Publishing Group), 11 (1) (Art N° 12313).-
item.fulltextWith Fulltext-
item.validationecoom 2022-
item.contributorBONNECHERE, Bruno-
item.contributorKlass, Malgorzata-
item.contributorLangley, Christelle-
item.contributorSahakian, Barbara Jacquelyn-
item.accessRightsOpen Access-
crisitem.journal.issn2045-2322-
crisitem.journal.eissn2045-2322-
Appears in Collections:Research publications
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