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MindFit vs Classical Games


Clinical trial finds MindFit software significantly improves short-term memory, spatial relations and attention focus in seniors

For the first time, it has been shown in a double-blind clinical trial carried out with users over 50 years of age that MindFit training improves a variety of cognitive functions. These results were presented the 16th March 2007 at Eighth International Alzheimer’s Disease/ Parkinson Disease Conference in Salzburg, Austria.

The trial was conducted at the Tel-Aviv Sourasky Medical Center of Tel-Aviv University in Israel, where researchers are taking a leading role in the study of age-related disorders.

During the two-year clinical trial, doctors conducted a prospective, randomized, double-blind study with active comparators of 121 self-referred volunteer participants age 50 and older. Volunteers were divided into groups. They were not told whether they were playing MindFit training programme or sophisticated computer games (such as X-O, Tetris, Labyrinth, Sudoku). Each study participant was randomly assigned to spend 30 minutes, three times a week during the course of 3 months at home.

While all study participants benefitted from the use of computer games, MindFit users experienced greater improvement in the cognitive domains of spatial short term memory, visuo-spatial learning and focused attention. Additionally, MindFit users in the study with lower baseline cognitive performance gained more than those with normal cognition, showing the potential therapeutic effect of home-based computer game training in those already suffering the effects of aging or more serious diseases.


Sample Of Results

All mentioned improvements are significant to the level of p<.05 or better

Simple reaction time:
In a task in which a user has to press the bulb immediately after it” lights up”, the average RT in the first assessment was 522ms. In the second assessment it was 439ms - an improvement of 19%.

Hand-Eye coordination:
In a task where the users had to carefully track a moving circle using the mouse, the average percentage of time the cursor was fully inside the circle in the first assessment was 51%. In the second assessment it was 66% - an improvement of 29%

Short Term Memory:
In a task in which the user is presented a series of objects and has to indicate whether each object appeared before or not, the average of correct responses in the first assessment was 66%. In the second assessment it was 76% - an improvement of 15%.

Switching attention:
In this task the user has to match a word naming a colour, and the colour it is printed in. If they match, he has to press the spacebar as quickly as possible. In the first assessment the average response time was 1184ms. In the second assessment it was 1041ms - an improvement of 13%.

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