Pitteri Marco, Dapor Caterina, Ziccardi Stefano, Guandalini Maddalena, Meggiato Riccardo, Calabrese Massimiliano
Neurology Section, Department of Neuroscience, Biomedicine and Movement Sciences, University of Verona, 37134 Verona, Italy.
Brain Sci. 2020 Nov 18;10(11):871. doi: 10.3390/brainsci10110871.
Slowing in information processing speed (IPS) is the key cognitive deficit in multiple sclerosis (MS). Testing IPS in different cognitive load conditions by using computerized tools might reveal initial IPS slowness underestimated by classic paper-and-pencil tests. To investigate the extent to which IPS can be affected by increased task demands, we developed three tasks based on the manipulation of the visual-attentional load, delivered with a home-made, tablet-based videogame. Fifty-one patients with MS (pwMS), classified as having no cognitive impairment in classic paper-and-pencil tests, and 20 healthy controls (HC) underwent the videogame tasks; reaction times (RTs) and accuracy were recorded. A significant reduced performance of pwMS as compared with HC was found on the videogame tasks, with pwMS being on average slower and less accurate than HC. Furthermore, pwMS showed a significantly more pronounced decrement in accuracy as a function of the visual-attentional load, suggesting a higher susceptibility to increased task demands. Significant correlations among the Symbol Digit Modalities Test (SDMT) and the videogame mean RTs and accuracy were found, providing evidence for the concurrent validity of the videogame as a valid tool to test IPS in pwMS. The high potential that might derive from the adoption of computerized assessment tools in clinical practice should be taken into consideration and investigated further.
信息处理速度(IPS)减慢是多发性硬化症(MS)的关键认知缺陷。使用计算机化工具在不同认知负荷条件下测试IPS,可能会揭示经典纸笔测试所低估的初始IPS减慢情况。为了研究任务需求增加对IPS的影响程度,我们基于视觉注意力负荷的操作开发了三项任务,并通过一款自制的、基于平板电脑的电子游戏来呈现。51名在经典纸笔测试中被归类为无认知障碍的MS患者(pwMS)和20名健康对照者(HC)接受了电子游戏任务;记录了反应时间(RTs)和准确性。在电子游戏任务中发现,与HC相比,pwMS的表现显著降低,pwMS平均比HC更慢且准确性更低。此外,pwMS的准确性随视觉注意力负荷的增加而显著下降,表明其对任务需求增加的易感性更高。在符号数字模式测验(SDMT)与电子游戏平均RTs和准确性之间发现了显著相关性,为该电子游戏作为测试pwMS中IPS的有效工具的同时效度提供了证据。应考虑并进一步研究在临床实践中采用计算机化评估工具可能产生的巨大潜力。