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基于老年人前额叶可塑性的游戏化执行功能训练研究
其他题名Prefrontal plasticity-based gamified executive function training for older adults
王平
导师李会杰
2022-06
摘要前额叶皮层是人脑中的重要脑区,负责执行功能、记忆、注意、决策等多种认知功能;同时,前额叶皮层也是补偿其他脑区结构及功能随龄衰退的重要脑区,对维持老年人正常认知及日常生活功能具有非常重要的作用。然而,前额叶皮层自身结构和功能的随龄下降限制了其补偿功能,引发老年人认知功能的下降并导致日常生活的困难。由于人类前额叶皮层具有终生可塑性,因此对老年人前额叶皮层进行针对性的训练具有重要意义。前人研究发现,通过执行功能训练及视频游戏训练能够有效缓解前额叶皮层体积萎缩及加工效率的随龄下降。在本研究中,我们开发了基于前额叶皮层可塑性的游戏化执行功能训练系统,并对老年人进行干预,以期达到改善老年人前额叶皮层结构和功能、提升认知功能的目的。 本文共包含三个研究。在研究一中,我们设计了抑制游戏、切换游戏、以及工作记忆游戏三个游戏化任务,然后对 108 名老年人进行游戏任务及一系列认知功能测试,以对三个游戏化任务的信度及效度进行评估。结果表明,三个游戏化任务均具有很高的内部一致性信度、良好的结构效度及效标关联效度,说明三个游戏化执行功能任务可以作为评估老年人执行功能水平的有效工具。研究二进一步探究了青年人和老年人在完成三个游戏化执行功能任务时前额叶的激活特点。结果发现,在进行抑制游戏时,老年人右侧腹外侧前额叶显著激活;在进行切换游戏时,老年人显著激活了左侧腹外侧前额叶;在进行工作记忆游戏时,老年人双侧背外侧前额叶和腹外侧前额叶显著激活,以上结果从脑激活上证明了执行功能游戏任务设计的有效性。此外,在进行不同游戏化任务时,老年人与青年人在前额叶激活水平上均存在显著差异。相比老年人,青年人在抑制游戏任务中双侧腹外侧前额叶以及背外侧前额叶激活更强,在切换游戏任务中左侧前扣带回激活更强;相比青年人,老年人在工作记忆游戏任务中左侧背外侧前额叶及双侧腹外侧前额叶激活更强。上述结果说明在脑激活水平上,执行功能游戏任务对老化具有较高的敏感性。 在研究三中,基于研究一的游戏化执行功能任务,我们进一步研发了执行功能游戏训练系统及执行功能运动游戏训练系统,并对老年人分别进行干预,探究并比较两种游戏化干预技术对老年人行为、前额叶皮层结构及功能的影响。本研究共招募了 114 名老年人,随机分配到执行功能游戏训练组(简称游戏训练组)、执行功能运动游戏训练组(简称运动游戏训练组)及对照组。对所有被试进行基线认知功能测试及磁共振成像扫描,之后对两个训练组老年人开展每周 2 次、每次1 小时、共计 12 周的训练,对照组在训练期间保持正常的生活方式。训练结束后,对三组老年人开展认知功能测试及磁共振成像扫描后测。结果发现,相比于前测,两个训练组老年人在抑制能力、切换能力、工作记忆以及情节记忆上均得到显著提升,且可以达到和青年人相当的认知水平;经过训练后,游戏训练组老年人左侧背外侧前额叶灰质体积显著增加、腹外侧前额叶灰质体积显著降低,运动游戏训练组左侧前扣带回及双侧腹外侧前额叶灰质体积显著增加,说明两个训练组老年人前额叶皮层的灰质体积提升;训练之后两个训练组前额叶脑功能同样得到改善但方式存在差异,其中游戏训练组老年人体现为神经加工效率的增加、从而导致抑制游戏任务中右侧腹外侧前额叶及工作记忆游戏任务中左侧前扣带回激活水平的降低,而运动游戏组老年人则体现为神经资源的增加、从而导致抑制游戏任务中右侧背外侧前额叶及左侧背外侧前额叶/前扣带回激活水平的增加。 综上,本研究证明我们自主研发的基于前额叶皮层可塑性的游戏化执行功能评估及训练系统不仅可以有效评估老年人的执行功能,还能够改善老年人前额叶皮层可塑性并提升认知功能。通过本研究可以发现,基于认知神经科学理论、针对老年人研发的游戏化认知任务可以为老年人提供一种有趣、便捷、低成本的评估及训练工具,帮助老年人在日常生活中更好了解自己的认知能力并有针对性的进行训练。此外,本研究还比较了认知游戏训练及认知运动游戏训练两种训练方式对老年人训练效果的差异,揭示了两种训练形式背后不同的神经机制,为进一步了解两种训练形式、帮助老年人选择合适的训练方式提供了研究依据。
其他摘要The prefrontal cortex (PFC) is a critical region in the human brain. It modulatesmany cognitive functions, including executive functions (EFs), memory, attention anddecision-making. Meanwhile, PFC is also an important brain region that compensatesfor the structural and functional decline of other brain regions with increasing age, andplays a very important role in maintaining the normal cognitive function and activitiesof daily living in the elderly. However, the age-dependent decline in the structure andfunction of the PFC limits its compensatory function, leading to cognitive decline anddifficulties in daily life in old adults. Previous studies have shown that human PFCretains lifelong plasticity, therefore it is of great significance to explore targeted trainingof PFC in old adults. Previous studies have found that EFs training and video gametraining can effectively alleviate the volume atrophy of the PFC and the decline ofprocessing efficiency with age. In the present study, we developed a gamified executivefunction training system based on the plasticity of the PFC and trained the older adultswith the aim of ameliorating the structure and function of the PFC and improvingcognitive functions in the older adults.This paper contains three studies. In Study One, we designed three gamificationtasks, namely inhibition, switching, and working memory, and conducted the threegamification tasks and a battery of cognitive tests in 108 healthy older adults, aims toverify the reliability and validity of these gamification tasks. The results showed thatthe three gamification tasks have high internal consistency reliability and a goodconstruct validity as well as criterion-related validity, suggesting that the threegamification tasks could be used as effective tool to assess EFs for older adults. In StudyTwo, we further explored the functional activation of PFC in young and older adultswhen conducting the three gamification EFs tasks. The results showed that during theinhibition game, the right ventrolateral prefrontal cortex (VLPFC) of older adults wasactivated significantly; during the switching game playing, the left VLPFC of older was activated significantly; during the working memory game playing, the bilateral VLPFCand DLPFC of older adults were activated significantly. All these results reflected theeffectiveness of the game design on the neural level, these results proved theeffectiveness of the design of gamified EFs tasks based on brain activation. Moreover,we also found significant functional activation differences between older and youngadults when performing different gamification tasks. Compared to older adults, youngadults activated stronger in bilateral VLPFC and DLPFC during inhibition game, andin left ACC during the switching game. Compared to young adults, older adultsactivated stronger in the left DLPFC and bilateral VLPFC during the working memorygame. These results show that at the level of brain activation, gamified EFs tasks has ahigh sensitivity to aging.In Study Three, based on the gamification EFs tasks of Study One, we furtherdeveloped gamified EFs training system and exergame EFs training system, and trainedolder adults through these two intervention techniques to investigate and compare thetraining effects on cognition, PFC structure and function of older adults. A total of 114older adults were recruited and randomly assigned to the EFs cognitive game traininggroup (referred to as the game training group), the EFs exergame training group(referred to as the exergame training group) and the control group. Baseline cognitiveassessments and MRI scans were conducted. The two training group received 24 1-hourtraining sessions in 12 weeks, twice a week, while the control group maintained thenormal lifestyle during the training. After the training, cognitive assessments and MRIscans were conducted again for partiticipants in all three groups. The results showedthat compared with pre-test, older participants in the two training group significantlyenhanced their inhibition, switching, working memory as well as episodic memory, andcould reach similar level as young adults. After training, older adults in the gametraining group increased the gray matter volume in left DLPFC while decreased in theleft VLPFC, older adults in the exergame training group increased the gray mattervolume in the left ACC and bialteral VLPFC, suggesting older adults in both traininggroups improved the PFC volume. After training, the PFC function of the the twotraining group was also improved but in different way, among which the game traininggroup increased the neural efficiency, which led to decreased functional activation inright VLPFC during the inhibition game and in the left ACC during the workingmemory game; the exergame training group increased the neural resourecs and led toincreased functional activation in the right DLPFC and left DLPFC/ACC during theinhibition game.In conclusion, the present study proved the current custom-designed PFCplasticity-based gamification EFs assessment and training system can not onlyeffectively assess the EFs of older adults, but also improve the PFC plasticity andenhance cognitive function for older adults. Through this study, it can be found thatgamified cognitive tasks developed based on cognitive neuroscience theory can providean interesting, convenient and low-cost assessment and training tool for the older adults,helping them to better understand their cognitive abilities and conduct targeted training.In addition, the present study also compared the differences in the training effects ofcognitive game and exergame training on older adults, and revealed the different neuralmechanisms behind these two intervention techniques, and provided evience for furtherunderstanding of the two training ways and helping the older adults choose suitabletraining approaches.
关键词前额叶皮层 老年人 执行功能 游戏化 训练
学位类型博士
语种中文
学位名称理学博士
学位专业认知神经科学
学位授予单位中国科学院大学
学位授予地点中国科学院心理研究所
文献类型学位论文
条目标识符http://ir.psych.ac.cn/handle/311026/43167
专题认知与发展心理学研究室
推荐引用方式
GB/T 7714
王平. 基于老年人前额叶可塑性的游戏化执行功能训练研究[D]. 中国科学院心理研究所. 中国科学院大学,2022.
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