Table 4.
Age | Cognitive Mobile Games | ||||
---|---|---|---|---|---|
Square Numbers | Word Pair | Must Sort | Unique | Rush Back | |
60–64 | − 3.12 [− 3.29; − 2.95] | 3.60 [3.53; 3.65] | 0.09 [0.07; 0.10] | − 7.0 [− 7.11; − 6.97] | − 2.51 [− 2.53; − 2.48 |
65–69 | − 2.71 [− 2.90; − 2.52] | 3.46 [3.41; 3.51] | 0.04 [0.03; 0.05] | − 5.93 [− 6.01; − 5.87] | − 2.22 [− 2.24; − 2.20] |
70–74 | − 2.81 [− 3.20; − 2.41] | 3.11 [3.06; 3.16] | − 0.05 [− 0.06; − 0.04] | − 4.98 [− 5.06; − 4.91] | − 2.07 [− 2.09; − 2.05] |
75–79 | − 2.59 [− 2.89; − 2.29] | 2.38 [2.29; 2.47] | − 0.06 [− 0.08 ; − 0.04] | − 4.31 [− 4.42; − 4.20] | − 1.96 [− 1.99; − 1.92] |
≥ 80 | − 0.68 [− 0.89; − 0.48] | 2.49 [2.36; 2.63] | − 0.10 [− 0.14 ; − 0.06] | − 3.68 [− 3.84; − 3.51] | − 1.77 [− 1.82; − 1.71] |
p-value | < 0.001 | < 0.001 | < 0.001 | < 0.001 | < 0.001 |
Models are adjusted for the difficulty levels and the total duration of the training (Supplementary Table S1).