%A Boot,Walter %A Champion,Michael %A Blakely,Daniel %A Wright,Timothy %A Souders,Dustin %A Charness,Neil %D 2013 %J Frontiers in Psychology %C %F %G English %K cognitive training,Video Games,transfer of training,cognitive aging,brain training,adherence %Q %R 10.3389/fpsyg.2013.00031 %W %L %M %P %7 %8 2013-February-01 %9 Original Research %+ Dr Walter Boot,Florida State University,Department of Psychology,1107 W. Call Street,Tallahassee,32306,FL,United States,boot@psy.fsu.edu %# %! HANDHELD GAMING INTERVENTION %* %< %T Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness %U https://www.frontiersin.org/articles/10.3389/fpsyg.2013.00031 %V 4 %0 JOURNAL ARTICLE %@ 1664-1078 %X Recent research has demonstrated broad benefits of video game play to perceptual and cognitive abilities. These broad improvements suggest that video game-based cognitive interventions may be ideal to combat the many perceptual and cognitive declines associated with advancing age. Furthermore, game interventions have the potential to induce higher rates of intervention compliance compared to other cognitive interventions as they are assumed to be inherently enjoyable and motivating. We explored these issues in an intervention that tested the ability of an action game and a “brain fitness” game to improve a variety of abilities. Cognitive abilities did not significantly improve, suggesting caution when recommending video game interventions as a means to reduce the effects of cognitive aging. However, the game expected to produce the largest benefit based on previous literature (an action game) induced the lowest intervention compliance. We explain this low compliance by participants’ ratings of the action game as less enjoyable and by their prediction that training would have few meaningful benefits. Despite null cognitive results, data provide valuable insights into the types of video games older adults are willing to play and why.