본문 바로가기
KERD
논문KCI 등재

Effects of Serious Games in Older Adults With Mild Cognitive Impairment

1

조회

0

다운로드

0

인용

0

참고문헌

키워드

주제분류정신과학

초록

Objective The rising prevalence of mild cognitive impairment (MCI) has spurred interest in innovative cognitive rehabilitation approaches, including serious games. This review summarizes randomized clinical trials (RCTs) exploring the impact of serious games on MCI patients.Methods We conducted a comprehensive data search using key terms such as “gamification,” “digital therapy,” “cognition,” “mild cognitive impairment,” and “Alzheimer’s disease.” We exclusively considered published RCTs, excluding animal studies and basic research.Results We identified eight RCTs. Four RCTs examined the effects of serious games using cognitive training for MCI patients. Notably, one study found that non-specific training (Nintendo Wii) significantly enhanced cognitive function and quality of life compared to cognition-specific computer training (CoTras). Among the remaining three RCTs, one specifically demonstrated that personalized serious game-based cognitive training yielded superior cognitive outcomes and reduced depressive symptoms. One RCT focused on serious games incorporating physical exercise, highlighting the effectiveness of kinetic-based exergaming in enhancing overall cognition. Three RCT focused on combined cognitive training and physical exercise. A double-blind RCT revealed that progressive resistance training or standalone physical exercise outperformed the combined approach in improving executive function and global cognition. Two additional RCTs reported positive outcomes, including improvements in cognitive function and electroencephalogram patterns associated with game-based interventions.Conclusion Serious games, whether focusing on cognitive training, physical exercise, or a combination of both, have potential to improve cognitive and functional outcomes in individuals with MCI. Further research and standardization of protocols are needed to better understand the full potential of serious games in MCI.

Abstract

Objective The rising prevalence of mild cognitive impairment (MCI) has spurred interest in innovative cognitive rehabilitation approaches, including serious games. This review summarizes randomized clinical trials (RCTs) exploring the impact of serious games on MCI patients.Methods We conducted a comprehensive data search using key terms such as “gamification,” “digital therapy,” “cognition,” “mild cognitive impairment,” and “Alzheimer’s disease.” We exclusively considered published RCTs, excluding animal studies and basic research.Results We identified eight RCTs. Four RCTs examined the effects of serious games using cognitive training for MCI patients. Notably, one study found that non-specific training (Nintendo Wii) significantly enhanced cognitive function and quality of life compared to cognition-specific computer training (CoTras). Among the remaining three RCTs, one specifically demonstrated that personalized serious game-based cognitive training yielded superior cognitive outcomes and reduced depressive symptoms. One RCT focused on serious games incorporating physical exercise, highlighting the effectiveness of kinetic-based exergaming in enhancing overall cognition. Three RCT focused on combined cognitive training and physical exercise. A double-blind RCT revealed that progressive resistance training or standalone physical exercise outperformed the combined approach in improving executive function and global cognition. Two additional RCTs reported positive outcomes, including improvements in cognitive function and electroencephalogram patterns associated with game-based interventions.Conclusion Serious games, whether focusing on cognitive training, physical exercise, or a combination of both, have potential to improve cognitive and functional outcomes in individuals with MCI. Further research and standardization of protocols are needed to better understand the full potential of serious games in MCI.

참고문헌 (27)

  1. Chen P, "Global preva lence of mild cognitive impairment among older adults living in nurs ing homes : a meta-analysis and systematic review of epidemiological surveys", Transl Psychiatry, 13, pp.88~ (2023)
  2. Wang X, "Uncovering heterogeneous cognitive trajectories in mild cog nitive impairment : a data-driven approach", Alzheimers Res Ther, 15, pp.57~ (2023)
  3. Sherman DS, "The efficacy of cognitive intervention in mild cognitive impairment(MCI) : a meta-analysis of outcomes on neuropsychological measures", Neuropsychol Rev, 27, pp.440~484 (2017)
  4. Reardon S, "FDA approves Alzheimer’s drug lecanemab amid safety concerns", Nature, 613, pp.227~228 (2023)
  5. Honig LS, "ARIA in patients treated with lecanemab(BAN2401)in a phase 2 study in early Alzheimer’s disease", Alzheimers Dement(N Y), 9, pp.e12377~ (2023)
  6. van Dyck CH, "Lecanemab in early Alzheimer’s disease", N Engl J Med, 388, pp.9~21 (2023)
  7. Abd-Alrazaq A, "The effectiveness and safety of serious games for improving cog nitive abilities among elderly people with cognitive impairment : system atic review and meta-analysis", JMIR Serious Games, 10, pp.e34592~ (2022)
  8. Landers RN, "Developing a theory of gamified learning : linking serious games and gamification of learning", Simul Gaming, 45, pp.752~768 (2014)
  9. Robert PH, "Recommendations for the use of serious games in people with Al zheimer’s disease, related disorders and frailty", Front Aging Neurosci, 6, pp.54~ (2014)
  10. Dewhirst A, "Therapeutic use of serious games in mental health : scoping review", BJPsych Open, 8, pp.e37~ (2022)
  11. Ben-Sadoun G, "Recommenda tions for the design of serious games in neurodegenerative diseases", Front Aging Neurosci, 10, pp.13~ (2018)
  12. Charles D, "Virtual reality design for stroke rehabilitation", Adv Exp Med Biol, 1235, pp.53~87 (2020)
  13. Ganzeboom M, "A serious game for speech training in dysarthric speakers with Parkinson’s disease : exploring therapeutic efficacy and patient satisfaction", Int J Lang Commun Disord, 57, pp.808~821 (2022)
  14. Park JH, "Does cognition-specific computer training have better clinical outcomes than non-specific computer training? A single-blind, randomized controlled trial", Clin Rehabil, 32, pp.213~222 (2018)
  15. Gooding AL, "Comparing three methods of computerised cognitive train ing for older adults with subclinical cognitive decline", Neuropsychol Rehabil, 26, pp.810~821 (2016)
  16. Medalia A, "The neuropsychological educational approach to cognitive remediation(NEAR)model : practice principles and out come studies", Am J Psychiatr Rehabil, 11, pp.123~143 (2008)
  17. Savulich G, "Cognitive training using a novel memory game on an iPad in patients with amnestic mild cognitive impairment(aMCI)", Int J Neuropsychopharmacol, 20, pp.624~633 (2017)
  18. Thapa N, "The effect of a virtual reality-based intervention program on cognition in older adults with mild cognitive impairment : a randomized control trial", J Clin Med, 9, pp.1283~ (2020)
  19. van Son D, "Frontal EEG theta", beta ratio during mind wandering episodes, 2019, pp.140, 19~27
  20. Liu CL, "Effects of exergaming-based Tai Chi on cognitive function and dual-task gait performance in older adults with mild cognitive impairment : a randomized control trial", Front Aging Neurosci, 14, pp.761053~ (2022)
  21. Fiatarone Singh MA, "The study of mental and resistance training(SMART)study—resistance training and", or cognitive training in mild cognitive impairment : a randomized, double-blind, double-sham controlled tri al, 2014, pp.15, 873~880
  22. Amjad I, "Xbox 360 kinect cognitive games improve slowness, complexity of EEG, and cognitive functions in subjects with mild cognitive impair ment : a randomized control trial", Games Health J, 8, pp.144~152 (2019)
  23. Hagovská M, "Effect of a combining cognitive and balanced training on the cognitive, postural and functional status of seniors with a mild cognitive deficit in a randomized, controlled trial", Eur J Phys Rehabil Med, 52, pp.101~109 (2016)
  24. Green CS, "Learning, attentional control, and action video games", Curr Biol, 22, pp.R197~R206 (2012)
  25. Tremain H, "The therapeutic alli ance in digital mental health interventions for serious mental illnesses : narrative review", JMIR Ment Health, 7, pp.e17204~ (2020)
  26. Nwosu A, "Digital thera peutics for mental health : is attrition the Achilles heel", Front Psychiatry, 13, pp.900615~ (2022)
  27. Zimmermann R, "Cognitive training in Parkinson disease : cognition-specific vs nonspecific computer training", Neurology, 82, pp.1219~1226 (2014)

관련 논문AI추천

Effects of Home Based Serious Game Training (Brain Talk™) in the Elderly With Mild Cognitive Impairment: Randomized, a Single-Blind, Controlled Trial고명환, 박성희, 서정환, 원유희, Kim Da-Sol, Kim Gi-Wook, Lim Eun Hee대한뇌신경재활학회 · 뇌신경재활2023 · 제16권 제1호Effectiveness of Functional Mobile Games to Enhance Attention in Individuals with Mild Cognitive Impairment: A Study Using The Montreal Cognitive Assessment정솔, 김영인, 김준형, 안상준, 정미향, 주효진, 최희용, 한아름연세대학교의과대학 · Yonsei Medical Journal2025 · 제66권 제11호기능성 게임을 활용한 경도인지장애 선별 도구에 대한 체계적 고찰노수림, 심예린, 윤대현, 이경주, 전봄이, 조성근한국건강심리학회 · 한국심리학회지: 건강2024 · 제29권 제6호디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로변해원한국융합학회 · 미래기술융합논문지2024 · 제3권 제3호Effects of Computerized Cognitive Training Program Using Artificial Intelligence Motion Capture on Cognitive Function, Depression, and Quality of Life in Older Adults With Mild Cognitive Impairment During COVID-19: Pilot Study박영욱, 박지혁, 박지현, 이경아, 이지연대한신경계작업치료학회 · 재활치료과학2023 · 제12권 제2호Effects of Virtual Reality-Based Cognitive Training in the Elderly with and without Mild Cognitive ImpairmentBae Jae Nam, Cho Seo-Eun, Cho Seong-Jin, Hong Jin Pyo, Kang Jae Myeong, Kim Hyeyoung, Kim Won-Hyoung, Maeng Seri, Na Kyoung-Sae, Oh Seok-Hee, Park Jung Woon대한신경정신의학회 · PSYCHIATRY INVESTIGATION2021 · 제18권 제7호

이 간행물의 다른 논문 (12건)