Poster No:
936
Submission Type:
Late-Breaking Abstract Submission
Authors:
Zita C. K. Tse1, Bolton K. H. Chau1, Michael K. Yeung2, Yuan Cao3,4,5, David H.K. Shum1,4,5
Institutions:
1Department of Rehabilitation Sciences, The Hong Kong Polytechnic University, Kowloon, Hong Kong, 2Department of Psychology, The Education University of Hong Kong, New Territories, Hong Kong, 3Department of Social Work and Social Administration, The University of Hong Kong, Hong Kong, Hong Kong, 4Research Institute of Smart Ageing, The Hong Kong Polytechnic University, Kowloon, Hong Kong, 5Mental Health Research Centre, The Hong Kong Polytechnic University, Kowloon, Hong Kong
First Author:
Zita C. K. Tse
Department of Rehabilitation Sciences, The Hong Kong Polytechnic University
Kowloon, Hong Kong
Co-Author(s):
Bolton K. H. Chau
Department of Rehabilitation Sciences, The Hong Kong Polytechnic University
Kowloon, Hong Kong
Michael K. Yeung
Department of Psychology, The Education University of Hong Kong
New Territories, Hong Kong
Yuan Cao
Department of Social Work and Social Administration, The University of Hong Kong|Research Institute of Smart Ageing, The Hong Kong Polytechnic University|Mental Health Research Centre, The Hong Kong Polytechnic University
Hong Kong, Hong Kong|Kowloon, Hong Kong|Kowloon, Hong Kong
David H.K. Shum
Department of Rehabilitation Sciences, The Hong Kong Polytechnic University|Research Institute of Smart Ageing, The Hong Kong Polytechnic University|Mental Health Research Centre, The Hong Kong Polytechnic University
Kowloon, Hong Kong|Kowloon, Hong Kong|Kowloon, Hong Kong
Introduction:
Mahjong playing is a popular intellectual leisure activity in Asian countries that requires multiple and complex cognitive skills such as memory, calculations, and planning (Cheng et al., 2006; Tse et al., 2024). Existing literature has highlighted the benefits of mahjong playing on general cognitive functions in older adults (Cheng et al., 2014). However, there is limited evidence of its effect on higher-order cognitive functions (e.g., executive functions [EF]) and the neural underpinnings during the game remain unknown. Therefore, the current study aimed to examine the associations between mahjong playing and two components of EF (viz., working memory and switching) and their neural mechanisms.
Methods:
The current study developed two versions of computerised mahjong games (i.e., one working memory and one switching; see Figures 1a and 2a) that mimicked conventional EF tasks (i.e., n-back Task and Color-Shape Task). A total of 72 healthy participants, including 36 younger adults (M = 21.19 years, SD = 2 years) and 36 older adults (M = 68.08 years, SD = 3.61 years) were recruited. Participants were administered the working memory game, switching game, n-back Task, Color-Shape Task, Digit Span Test and Color Trial Test. Neuroimaging data were collected with a block design of the working memory game, switching game (see Figures 1b and 2b), n-back Task and Color-Shape Task. An 8-channel functional near-infrared spectroscopy (fNIRS; TechEN Inc., Milford, United States) was used to measure the neural activation during the two computerised mahjong games and the two computerised EF tasks in the dorsolateral prefrontal cortex (dlPFC; see Figures 1d and 2d). ANOVAs were conducted to examine the behavioural accuracies, reaction times and the concentration of oxygenated haemoglobin ([oxy-Hb]) during the games/tasks. Pearson's correlation analyses were computed to explore the associations between the computerised mahjong games, computerised EF tasks, and neuropsychological EF tests.
Results:
In terms of behavioural results, significant manipulation effects regarding the working memory load and switching cost were reported during the working memory game and switching game, respectively. However, in terms of neural outcomes, significant task manipulation was found for the working memory game but not for the switching game. Significant age differences were observed in all EF tasks/tests. However, older adults showed comparable behavioural performance as younger adults in the switching game. In the working memory game, older adults reported comparable performance in accuracy but not reaction time. Results of both games revealed that older adults showed a significant increase of [oxy-Hb] during the game than younger adults (see Figures 1e and 2e). Regarding the correlation between the computerised mahjong games and the EF tasks/tests, significant correlations were observed between some behavioural outcomes and some neural channels (see Figures 1f and 2f for an example).
Conclusions:
The relationships between mahjong playing and working memory and switching components of EF were supported by both behavioural and neural evidence. The findings suggested that older adults would increase brain activation to compensate for their behavioural age-related EF declines during the mahjong games, or that cognitive reserve has been built up regarding the previous experience of mahjong playing. It is also suggested that mahjong playing, a traditional and popular game in Asian countries, may be adopted to train and improve EF in older adults.
Higher Cognitive Functions:
Executive Function, Cognitive Control and Decision Making 2
Learning and Memory:
Neural Plasticity and Recovery of Function
Working Memory
Lifespan Development:
Aging 1
Novel Imaging Acquisition Methods:
NIRS
Keywords:
Aging
Near Infra-Red Spectroscopy (NIRS)
Other - Executive functions
1|2Indicates the priority used for review
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Please indicate below if your study was a "resting state" or "task-activation” study.
Task-activation
Healthy subjects only or patients (note that patient studies may also involve healthy subjects):
Healthy subjects
Was this research conducted in the United States?
No
Were any human subjects research approved by the relevant Institutional Review Board or ethics panel?
NOTE: Any human subjects studies without IRB approval will be automatically rejected.
Yes
Were any animal research approved by the relevant IACUC or other animal research panel?
NOTE: Any animal studies without IACUC approval will be automatically rejected.
Not applicable
Please indicate which methods were used in your research:
Optical Imaging
Behavior
Neuropsychological testing
Other, Please specify
-
NIRS
Which processing packages did you use for your study?
Other, Please list
-
HomER3, QT-NIRS, AltasViewer, NIRS-SPM
Provide references using APA citation style.
Cheng, S. T., Chan, A. C., & Yu, E. C. (2006). An exploratory study of the effect of mahjong on the cognitive functioning of persons with dementia. International Journal of Geriatric Psychiatry, 21(7), 611-617. https://doi.org/10.1002/gps.1531
Cheng, S. T., Chow, P. K., Song, Y. Q., Yu, E. C., Chan, A. C., Lee, T. M., & Lam, J. H. (2014). Mental and physical activities delay cognitive decline in older persons with dementia. The American Journal of Geriatric Psychiatry, 22(1), 63-74. https://doi.org/10.1016/j.jagp.2013.01.060
Tse, Z. C. K., Cao, Y., Chau, B. K. H., Yeung, M. K., Leung, C., & Shum, D. H. K. (2024). Does Playing Mahjong Benefit Older Individuals? A Scoping Review. The Journal of Prevention of Alzheimer's Disease. https://doi.org/https://doi.org/10.14283/jpad.2024.102
No