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数字游戏改善创伤性脑损伤患者的功能:随机临床可行性研究。

Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.

作者信息

Välimäki Maritta, Mishina Kaisa, Kaakinen Johanna K, Holm Suvi K, Vahlo Jukka, Kirjonen Markus, Pekurinen Virve, Tenovuo Olli, Korkeila Jyrki, Hämäläinen Heikki, Sarajuuri Jaana, Rantanen Pekka, Orenius Tage, Koponen Aki

机构信息

Department of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland.

Turku University Hospital, Turku, Finland.

出版信息

J Med Internet Res. 2018 Mar 19;20(3):e77. doi: 10.2196/jmir.7618.

Abstract

BACKGROUND

Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation.

OBJECTIVE

The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI.

METHODS

A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered.

RESULTS

The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients' self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group).

CONCLUSIONS

We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI.

TRIAL REGISTRATION

ClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH).

摘要

背景

创伤性脑损伤(TBI)是一个重大的健康问题,通常需要强化和长期的康复治疗。

目的

本研究旨在确定康复数字游戏是否有助于TBI患者的认知功能和总体幸福感。

方法

从一家门诊神经科学诊所招募了90名讲芬兰语的成年TBI患者(18 - 65岁)。参与者被随机分配到三组中的一组:康复游戏组(n = 29,干预组)、娱乐游戏组(n = 29,积极对照组)或被动对照组(n = 32)。游戏组被要求每天至少玩30分钟游戏,持续8周。在三个时间点测量主要和次要结果:干预前、干预后以及干预后3个月。主要结果是通过处理速度和视觉运动任务(连线测验;韦氏成人智力量表第四版,WAIS - IV,符号搜索、编码和划消任务)测量的认知状态。次要结果是注意力和执行功能(西蒙任务)、工作记忆(WAIS - IV数字广度和听觉连续加法测验,PASAT)、抑郁(患者健康问卷 - 9)、自我效能感(一般自我效能感量表)和执行功能(执行功能行为评定量表成人版)。评估可行性信息(可接受性、填写的测量工具、退出者、依从性、可用性、满意度以及未来可能的使用情况)。认知测量由训练有素的心理学家在面对面访谈中进行,问卷由参与者自行填写。

结果

康复游戏的效果与娱乐游戏或被动对照组的效果没有显著差异。对于主要结果和PASAT测试,三组参与者在三个测量点的测试分数总体上都有所提高。然而,康复游戏组的抑郁分数在基线与8周后以及基线与3个月后之间显著增加。在任何一组的三个测量点之间,患者的自我效能感均未发现差异。参与者确实使用了游戏(康复组:93%,27/29;娱乐组100%,29/29)。游戏被视为一种可用的干预措施(康复组:70%,14/29;娱乐组:83%,20/29)。康复组对游戏干预的满意度较低(68%,13/29对83%,20/29),但他们在干预期后更愿意使用游戏(76%,16/29对已63%,15/29)。干预期内花在游戏上的总时间较短(康复游戏组15.22小时,娱乐游戏组19.22小时)。

结论

我们在结果测量的改善方面未发现组间差异。三组测试表现的改善可能反映了练习效应。在为TBI患者设计、实施和评估更大规模的临床试验中的康复游戏时,可以考虑娱乐游戏的元素。

试验注册

ClinicalTrials.gov NCT02425527;https://clinicaltrials.gov/ct2/show/NCT02425527(由WebCite存档于http://www.webcitation.org/6esKI1uDH)

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86fc/5881042/491bb8883747/jmir_v20i3e77_fig1.jpg

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