"These findings highlight the robust plasticity of the prefrontal cognitive control system in the ageing brain, and provide the first evidence, to our knowledge, of how a custom-designed video game can be used to assess cognitive abilities across the lifespan, evaluate underlying neural mechanisms, and serve as a powerful tool for cognitive enhancement."The study which contrasted the effects of this training between a control group of 60-85 year old and 20 year old adults, showed gains that lasted up to 6 months.
In some ways this helps us better understand how neuroplasticity can be used in changing certain cognitive functions of the brain, even late in life. In the past it was shown that cognitive function may "peak" at specific points in a person's life, normally 20 - 29, and begin to decline at around age 70, as found in "Executive functions and the frontal lobes : a lifespan perspective". This study shows that even late in life it is possible for some to develop better cognitive skills, with practice. This also adds to the hypothesis that many cognitive functions are not hardwired, and can be changed through environmental interaction.
Recently a friend showed me the TED talk by video game designer Jane McGonigal, "Gaming can make a better world", in which she described how gaming helped her recover from a serious concussion, and how others can use gaming to improve their lives. Another such instance of gaming that utilizes plasticity is Luminosity, which boasts the ability to help those who use their online game increase both in memory and attention. In the past neuroscience has been used to help patients recovery from neurological disorders, or even helped the blind read braille much more quickly than normal. It is clear that neuroplasticity is a very important tool that can be utilized to better shape how we consciously interact with the world.
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