Author/Authors :
Colom، نويسنده , , Roberto and Quiroga، نويسنده , , Mھ. ءngeles and Solana، نويسنده , , Ana Beatriz and Burgaleta، نويسنده , , Miguel and Romلn، نويسنده , , Francisco J. and Privado، نويسنده , , Jesْs and Escorial، نويسنده , , Sergio and Martيnez، نويسنده , , Kenia and ءlvarez-Linera، نويسنده , , Juan and Alfayate، نويسنده , , Eva and Garcيa، نويسنده , , Felipe and Lepage، نويسنده , , Claude and ، نويسنده ,
Abstract :
Here gray and white matter changes after four weeks of videogame practice were analyzed using optimized voxel-based morphometry (VBM), cortical surface and cortical thickness indices, and white matter integrity computed from several projection, commissural, and association tracts relevant to cognition. Beginning with a sample of one hundred young females, twenty right handed participants were recruited for the study and assigned to a practice or a control group carefully matched by their general cognitive ability scores. After the first scan, the practice group played ‘Professor Layton and The Pandoraʹs Box’ 4 h per week during four weeks. A second scan was obtained at the end of practice and intelligence was measured again. Image analyses revealed gray and white matter changes in the practice group. Gray matter changes theoretically relevant for intelligence were observed for the practice group mainly in frontal clusters (Brodmann areas 9 and 10) and also in smaller parietal and temporal regions. White matter findings were focused in the hippocampal cingulum and the inferior longitudinal fasciculus. These gray and white matter changes presumably induced by practice did not interact with intelligence testsʹ scores.
Keywords :
cognitive training , Brain plasticity , gray matter , intelligence , white matter