活跃视频游戏对临床和非临床人群认知功能的影响:一项随机对照试验的荟萃分析。
The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials.
作者信息
Stanmore Emma, Stubbs Brendon, Vancampfort Davy, de Bruin Eling D, Firth Joseph
机构信息
Division of Nursing, Midwifery and Social Work, University of Manchester, UK.
Physiotherapy Department, South London and Maudsley NHS Foundation Trust, UK; Health Service and Population Research Department, Institute of Psychiatry, Psychology and Neuroscience, King's College London, UK.
出版信息
Neurosci Biobehav Rev. 2017 Jul;78:34-43. doi: 10.1016/j.neubiorev.2017.04.011. Epub 2017 Apr 23.
Physically-active video games ('exergames') have recently gained popularity for leisure and entertainment purposes. Using exergames to combine physical activity and cognitively-demanding tasks may offer a novel strategy to improve cognitive functioning. Therefore, this systematic review and meta-analysis was performed to establish effects of exergames on overall cognition and specific cognitive domains in clinical and non-clinical populations. We identified 17 eligible RCTs with cognitive outcome data for 926 participants. Random-effects meta-analyses found exergames significantly improved global cognition (g=0.436, 95% CI=0.18-0.69, p=0.001). Significant effects still existed when excluding waitlist-only controlled studies, and when comparing to physical activity interventions. Furthermore, benefits of exergames where observed for both healthy older adults and clinical populations with conditions associated with neurocognitive impairments (all p<0.05). Domain-specific analyses found exergames improved executive functions, attentional processing and visuospatial skills. The findings present the first meta-analytic evidence for effects of exergames on cognition. Future research must establish which patient/treatment factors influence efficacy of exergames, and explore neurobiological mechanisms of action.
具有身体活动功能的电子游戏(“健身游戏”)最近因休闲娱乐目的而受到欢迎。利用健身游戏将身体活动与认知要求较高的任务相结合,可能为改善认知功能提供一种新策略。因此,进行了这项系统评价和荟萃分析,以确定健身游戏对临床和非临床人群的整体认知及特定认知领域的影响。我们纳入了17项符合条件的随机对照试验,涉及926名参与者的认知结果数据。随机效应荟萃分析发现,健身游戏显著改善了整体认知(g = 0.436,95%置信区间 = 0.18 - 0.69,p = 0.001)。排除仅设等待列表对照组的研究以及与身体活动干预进行比较时,显著效应仍然存在。此外,在健康老年人和患有与神经认知障碍相关疾病的临床人群中均观察到了健身游戏的益处(所有p < 0.05)。特定领域分析发现,健身游戏改善了执行功能、注意力加工和视觉空间技能。这些发现提供了健身游戏对认知影响的首个荟萃分析证据。未来的研究必须确定哪些患者/治疗因素会影响健身游戏的疗效,并探索其神经生物学作用机制。