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非沉浸式脑游戏治疗认知障碍老年患者:系统评价。

Nonimmersive Brain Gaming for Older Adults With Cognitive Impairment: A Scoping Review.

机构信息

Department of Rehabilitation Science, College of Public Health and Health Professions, University of Florida, Gainesville.

The Department of Veterans Affairs (VA), Center for Innovation in Complex Chronic Healthcare & Research Service, Edward Hines Jr. VA Hospital, Illinois.

出版信息

Gerontologist. 2019 Nov 16;59(6):e764-e781. doi: 10.1093/geront/gny164.

DOI:10.1093/geront/gny164
PMID:30605502
Abstract

BACKGROUND

Technological advances have allowed a variety of computerized cognitive training tools to be engineered in ways that are fun and entertaining yet challenging at a level that can maintain motivation and engagement. This revolution has created an opportunity for gerontological scientists to evaluate brain gaming approaches to improve cognitive and everyday function. The purpose of this scoping review is to provide a critical overview of the existing literature on nonimmersive, electronic brain gaming interventions in older adults with mild cognitive impairment or dementia.

RESEARCH DESIGN AND METHODS

Systematic search was conducted using 7 electronic databases from inception through July 2017. A comprehensive 2-level eligibility process was used to identify studies for inclusion based on PRISMA guidelines.

RESULTS

Seventeen studies met eligibility criteria. Majority of the studies were randomized controlled trials (n = 13) and incorporated an active control (n = 9). Intervention doses ranged from 4 to 24 weeks in duration with an average of 8.4 (±5.1 standard deviation [SD]) weeks. Session durations ranged from 30 to 100 min with an average of 54 (±25 SD) minutes. Nearly half of studies included a follow-up, ranging from 3 months to 5 years (n = 8). For most studies, brain gaming improved at least one cognitive outcome (n = 12); only one study reported improvement in activities of daily living.

DISCUSSION AND IMPLICATIONS

This scoping review conveys the breadth of an emerging research field, which will help guide future research to develop standards and recommendations for brain gaming interventions which are currently lacking.

摘要

背景

技术进步使得各种计算机化认知训练工具得以设计,这些工具既有趣又具有娱乐性,但又具有一定的挑战性,可以保持动机和参与度。这场革命为老年学科学家提供了一个机会,让他们评估大脑游戏方法,以改善认知和日常功能。本范围综述的目的是对轻度认知障碍或痴呆症老年人非沉浸式电子大脑游戏干预的现有文献进行批判性综述。

研究设计和方法

系统检索了 7 个电子数据库,从建立到 2017 年 7 月。根据 PRISMA 指南,使用全面的 2 级资格筛选过程,确定了纳入研究的标准。

结果

17 项研究符合入选标准。大多数研究为随机对照试验(n=13),并纳入了对照(n=9)。干预剂量从 4 周到 24 周不等,平均为 8.4(±5.1 标准差[SD])周。课程时长从 30 分钟到 100 分钟不等,平均为 54(±25 SD)分钟。近一半的研究包括随访,时间从 3 个月到 5 年(n=8)。对于大多数研究,大脑游戏至少改善了一项认知结果(n=12);只有一项研究报告了日常生活活动的改善。

讨论和意义

本范围综述传达了一个新兴研究领域的广度,这将有助于指导未来的研究,为目前缺乏的大脑游戏干预制定标准和建议。

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