Manera Valeria, Ben-Sadoun Grégory, Aalbers Teun, Agopyan Hovannes, Askenazy Florence, Benoit Michel, Bensamoun David, Bourgeois Jérémy, Bredin Jonathan, Bremond Francois, Crispim-Junior Carlos, David Renaud, De Schutter Bob, Ettore Eric, Fairchild Jennifer, Foulon Pierre, Gazzaley Adam, Gros Auriane, Hun Stéphanie, Knoefel Frank, Olde Rikkert Marcel, Phan Tran Minh K, Politis Antonios, Rigaud Anne S, Sacco Guillaume, Serret Sylvie, Thümmler Susanne, Welter Marie L, Robert Philippe
Université Côte d'Azur, Cognition, Behaviour, Technology - CoBTeKNice, France.
Université Côte d'Azur, INRIA, STARSSophia Antipolis, France.
Front Psychol. 2017 Jul 25;8:1243. doi: 10.3389/fpsyg.2017.01243. eCollection 2017.
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative disorders (ND) such as Alzheimer's disease, SG are currently employed both to support and improve the assessment of different functional and cognitive abilities, and to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. As the field is quite young, recommendations on the use of SG in people with ND are still rare. In 2014 we proposed some initial recommendations (Robert et al., 2014). The aim of the present work was to update them, thanks to opinions gathered by experts in the field during an expert Delphi panel. Results confirmed that SG are adapted to elderly people with mild cognitive impairment (MCI) and dementia, and can be employed for several purposes, including assessment, stimulation, and improving wellbeing, with some differences depending on the population (e.g., physical stimulation may be better suited for people with MCI). SG are more adapted for use with trained caregivers (both at home and in clinical settings), with a frequency ranging from 2 to 4 times a week. Importantly, the target of SG, their frequency of use and the context in which they are played depend on the SG typology (e.g., Exergame, cognitive game), and should be with the help of a clinician.
严肃游戏(SG)在健康领域的应用正在不断扩展。在诸如阿尔茨海默病等神经退行性疾病(ND)领域,SG目前既用于支持和改进对不同功能及认知能力的评估,也为患者的治疗、刺激和康复提供替代方案。由于该领域尚处于起步阶段,关于在神经退行性疾病患者中使用SG的建议仍然很少。2014年我们提出了一些初步建议(罗伯特等人,2014年)。本研究的目的是根据该领域专家在专家德尔菲小组会议期间收集的意见对这些建议进行更新。结果证实,SG适用于轻度认知障碍(MCI)和痴呆的老年人,可用于多种目的,包括评估、刺激和改善幸福感,但因人群不同存在一些差异(例如,身体刺激可能更适合MCI患者)。SG更适合与经过培训的护理人员一起使用(包括在家中和临床环境中),每周使用频率为2至4次。重要的是,SG的目标、使用频率以及游戏的环境取决于SG的类型(例如,运动游戏、认知游戏),并且应该在临床医生的帮助下进行。