Can video games help personalize cognitive care for vulnerable groups?
A group of 50 participants from across the United States sat at their computers and logged in to a bespoke video game designed by Northeastern University researchers.
Fifty participants from across the United States engaged with a custom video game developed by researchers at Northeastern University. The game featured a small astronaut named Lerner navigating a rocky alien landscape, recalling sequences of glowing gems with specific shapes and colors. The objective was to replicate the sequence and zap the gems using a bright pink space laser.
The study aimed to understand how specific groups experiencing cognitive decline respond to personalized interventions, according to Brain Game Center director Aaron Seitz.
The researchers focused on adults 50 and older living with HIV, who are at higher risk for cognitive fatigue. The results revealed meaningful differences in the effectiveness of the video game at improving memory between older participants with HIV and those without the virus. Even among participants with HIV and varying degrees of cognitive decline, distinct learning patterns emerged, suggesting potential gaps in cognitive research for other underserved groups.
HIV-associated neurocognitive disorders (HAND) can range from impairment without symptoms to HIV-associated dementia, affecting working memory, processing speed, executive function, or attention in 30% to 50% of people living with the virus. This decline can lead to challenges managing medications, following conversations, handling finances, increasing reliance on caregivers, and reducing quality of life.
Previous research from the Brain Game Center indicated that individuals with lower inhibitory control scores—indicating difficulties focusing, exhibiting self-control, and ignoring distractions—performed worse on the astronaut memory-test video game. However, a contrary trend was observed in the HIV group. Despite some participants showing low inhibitory control, they still benefited from the gamified version of the game.
The researchers further divided participants into three groups with distinct cognitive profiles, each showing different strengths and difficulties across inhibitory control, working memory, and general cognitive ability.
The findings suggest that personalized interventions are crucial for addressing cognitive decline in vulnerable populations, such as older adults living with HIV. Understanding individual differences in cognitive profiles can help tailor approaches to better meet the needs of these groups. The Brain Game Center plans to continue its research in cognitive training to further explore these individual differences and develop effective interventions.
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