Hughes Tiffany F, Flatt Jason D, Fu Bo, Butters Meryl A, Chang Chung-Chou H, Ganguli Mary
Department of Psychiatry, University of Pittsburgh School of Medicine, Pittsburgh, PA, USA.
Int J Geriatr Psychiatry. 2014 Sep;29(9):890-8. doi: 10.1002/gps.4075. Epub 2014 Jan 22.
We evaluated the feasibility of a trial of Wii interactive video gaming, and its potential efficacy at improving cognitive functioning compared with health education, in a community sample of older adults with neuropsychologically defined mild cognitive impairment.
Twenty older adults were equally randomized to either group-based interactive video gaming or health education for 90 min each week for 24 weeks. Although the primary outcomes were related to study feasibility, we also explored the effect of the intervention on neuropsychological performance and other secondary outcomes.
All 20 participants completed the intervention, and 18 attended at least 80% of the sessions. The majority (80%) of participants were "very much" satisfied with the intervention. Bowling was enjoyed by the most participants and was also rated the highest among the games for mental, social, and physical stimulation. We observed medium effect sizes for cognitive and physical functioning in favor of the interactive video gaming condition, but these effects were not statistically significant in this small sample.
Interactive video gaming is feasible for older adults with mild cognitive impairment, and medium effect sizes in favor of the Wii group warrant a larger efficacy trial.
我们评估了在患有经神经心理学定义的轻度认知障碍的老年人社区样本中,进行Wii互动视频游戏试验的可行性,以及与健康教育相比,其在改善认知功能方面的潜在疗效。
20名老年人被平均随机分为两组,一组进行基于小组的互动视频游戏,另一组接受健康教育,每周各进行90分钟,共持续24周。尽管主要结果与研究可行性相关,但我们也探讨了干预对神经心理表现和其他次要结果的影响。
所有20名参与者都完成了干预,18人至少参加了80%的课程。大多数(80%)参与者对干预“非常”满意。大多数参与者喜欢保龄球,并且在促进心理、社交和身体方面的游戏中,保龄球的评分也最高。我们观察到在认知和身体功能方面,有利于互动视频游戏组的中等效应量,但在这个小样本中,这些效应没有统计学意义。
互动视频游戏对于患有轻度认知障碍的老年人是可行的,有利于Wii组的中等效应量表明有必要进行更大规模的疗效试验。