Qingdao Municipal Hospital, Qingdao, Shandong, China.
Bachelor of Science, School of Nursing, Qingdao University, China.
Arch Gerontol Geriatr. 2021 Jan-Feb;92:104260. doi: 10.1016/j.archger.2020.104260. Epub 2020 Sep 19.
Given that increasing aging is associated with a natural decline in cognitive function, identifying effective interventions that can help to prevent cognitive decline in older adults is a research priority.
To synthesize the best evidence to assess the effectiveness of game-based brain training in improving cognitive function and to evaluate the preferred design features of the intervention.
Twelve databases, trial registries, and gray literature resources were systematically searched for in randomized controlled trials. Meta-analysis and random-effects meta-regression were conducted using Comprehensive Meta-analysis Software 3.0. Overall effect was measured using Hedges's g and determined using Z-statistics. Cochran's Q test and I were used to investigate heterogeneity. The Grading of Recommendation, Assessment, Development, and Evaluation system was used to assess overall quality of evidence.
Fifteen trials among 759 older adults were conducted. Meta-analysis revealed that game-based brain training significantly improved processing speed (g = 0.23), selective attention (g = 0.40), and short-term memory (g = 0.35) versus a control group. Our subgroup analyses emphasized that non-time pressure games, multiplayer, computer platform, provider support, sessions ≤ 3 times per week for ≤ 60 min. each comprised a preferable design. Meta-regression identified game design (β = 0.211, p = 0.008) that had statistically significant effects on processing speed. Egger's regression asymmetry test (p = 0.293) suggested no publication bias.
Game-based brain training can be considered a supplementary intervention for improving cognitive functions in community-dwelling older adults. Future trials should use well-designed trials with large sample sizes.
随着年龄的增长,认知功能会自然衰退,因此,确定能够帮助老年人预防认知能力下降的有效干预措施是一项研究重点。
综合评估基于游戏的脑训练对改善认知功能的有效性的最佳证据,并评价干预措施的首选设计特征。
系统检索了 12 个数据库、试验注册处和灰色文献资源,以查找随机对照试验。使用 Comprehensive Meta-analysis Software 3.0 进行荟萃分析和随机效应荟萃回归。使用 Hedges's g 衡量总体效果,并使用 Z 统计量确定。使用 Cochran's Q 检验和 I 检验来评估异质性。使用 Grading of Recommendation, Assessment, Development, and Evaluation 系统评估证据的总体质量。
在 759 名老年人中进行了 15 项试验。荟萃分析显示,与对照组相比,基于游戏的脑训练可显著提高处理速度(g=0.23)、选择性注意力(g=0.40)和短期记忆(g=0.35)。我们的亚组分析强调,非限时游戏、多人游戏、计算机平台、提供者支持、每周≤3 次、每次≤60 分钟,这些构成了更好的设计。元回归确定了游戏设计(β=0.211,p=0.008)对处理速度有统计学意义的影响。Egger 回归不对称检验(p=0.293)表明不存在发表偏倚。
基于游戏的脑训练可以被认为是改善社区居住的老年人认知功能的补充干预措施。未来的试验应使用设计良好、样本量大的试验。