Far transfer effect associated with video game balance training in multiple sclerosis: from balance to cognition?
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  • 作者:Luca Prosperini (1)
    Nikolaos Petsas (2)
    Emilia Sbardella (2)
    Carlo Pozzilli (1)
    Patrizia Pantano (2) (3)

    1. Department of Neurology and Psychiatry
    ; Multiple Sclerosis Center ; Sapienza University ; Viale dell鈥橴niversit脿 ; 30 ; 00185 ; Rome ; Italy
    2. Neuroradiology Section
    ; Department of Neurology and Psychiatry ; Sapienza University ; Rome ; Italy
    3. IRCCS Neuromed
    ; Pozzilli ; Italy
  • 刊名:Journal of Neurology
  • 出版年:2015
  • 出版时间:March 2015
  • 年:2015
  • 卷:262
  • 期:3
  • 页码:774-776
  • 全文大小:265 KB
  • 参考文献:1. Barnett, SM, Ceci, SJ (2002) When and where do we apply what we learn? A taxonomy for far transfer. Psychol Bull 128: pp. 612-637 CrossRef
    2. Bavelier, D, Green, CS, Pouget, A, Schrater, P (2012) Brain plasticity through the life span: learning to learn and action video games. Annu Rev Neurosci 35: pp. 391-416 CrossRef
    3. Anguera, JA, Boccanfuso, J, Rintoul, JL (2013) Video game training enhances cognitive control in older adults. Nature 501: pp. 97-101 CrossRef
    4. Latham, AJ, Patston, LL, Tippett, LJ (2013) The virtual brain: 30聽years of video-game play and cognitive abilities. Front Psychol 4: pp. 629
    5. Brenk, A, Laun, K, Haase, CG (2008) Short-term cognitive training improves mental efficiency and mood in patients with multiple sclerosis. Eur Neurol 60: pp. 304-309 CrossRef
    6. Amato, MP, Goretti, B, Viterbo, RG (2014) Computer-assisted rehabilitation of attention in patients with multiple sclerosis: results of a randomized, double-blind trial. Mult Scler 20: pp. 91-98 CrossRef
    7. De Giglio L, De Luca F, Prosperini L et al (2014) A low-cost cognitive rehabilitation with a commercial video game improves sustained attention and executive functions in multiple sclerosis: a pilot study. Neurorehabil Neural Repair. doi:10.1177/1545968314554623
    8. Forsberg, A, Nilsag氓rd, Y, Bostr枚m, K (2014) Perceptions of using videogames in rehabilitation: a dual perspective of people with multiple sclerosis and physiotherapists. Disabil Rehabil 16: pp. 1-7
    9. Prosperini, L, Fortuna, D, Giann矛, C (2013) Home-based balance training using the Wii balance board: a randomized, crossover pilot study in multiple sclerosis. Neurorehabil Neural Repair 27: pp. 516-525 CrossRef
    10. Prosperini, L, Fanelli, F, Petsas, N (2014) Multiple Sclerosis: changes in microarchitecture of white matter tracts after training with a video game balance board. Radiology 273: pp. 529-538 CrossRef
    11. Green, CS, Bavelier, D (2012) Learning, attentional control, and action video games. Curr Biol 22: pp. 197-206 CrossRef
    12. Amato, MP, Portaccio, E, Goretti, B (2006) The Raois brief repeatable battery and stroop test: normative values with age, education and gender corrections in an Italian population. Mult Scler 12: pp. 787-793 CrossRef
    13. Bavelier, D, Davidson, RJ (2013) Brain training: games to do you good. Nature 494: pp. 425-426 CrossRef
    14. Sbardella, E, Petsas, N, Tona, F (2013) Assessing the correlation between grey and white matter damage with motor and cognitive impairment in multiple sclerosis patients. PLoS One 8: pp. e63250 CrossRef
    15. Weier, K, Penner, IK, Magon, S (2014) Cerebellar abnormalities contribute to disability including cognitive impairment in multiple sclerosis. PLoS One 9: pp. e86916 CrossRef
  • 刊物类别:Medicine
  • 刊物主题:Medicine & Public Health
    Neurology
    Neurosciences
    Neuroradiology
  • 出版者:Springer Berlin / Heidelberg
  • ISSN:1432-1459
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