Schizophrenia Group, Cochrane Collaboration, Nottingham, UK.
University of West London, London Ambulance Service NHS Trust, London, UK.
Cochrane Database Syst Rev. 2021 Feb 4;2(2):CD012844. doi: 10.1002/14651858.CD012844.pub2.
Commercial video games are a vastly popular form of recreational activity. Whilst concerns persist regarding possible negative effects of video games, they have been suggested to provide cognitive benefits to users. They are also frequently employed as control interventions in comparisons of more complex cognitive or psychological interventions. If independently effective, video games - being both engaging and relatively inexpensive - could provide a much more cost-effective add-on intervention to standard treatment when compared to costly, cognitive interventions.
To review the effects of video games (alone or as an additional intervention) compared to standard care alone or other interventions including, but not limited to, cognitive remediation or cognitive behavioural therapy for people with schizophrenia or schizophrenia-like illnesses.
We searched the Cochrane Schizophrenia Group's Study-Based Register of Trials (March 2017, August 2018, August 2019).
Randomised controlled trials focusing on video games for people with schizophrenia or schizophrenia-like illnesses.
Review authors extracted data independently. For binary outcomes we calculated risk ratio (RR) with its 95% confidence interval (CI) on an intention-to-treat basis. For continuous data we calculated the mean difference (MD) between groups and its CI. We employed a fixed-effect model for analyses. We assessed risk of bias for the included studies and created a 'Summary of findings' table using GRADE.
This review includes seven trials conducted between 2009 and 2018 (total = 468 participants, range 32 to 121). Study duration varied from six weeks to twelve weeks. All interventions in the included trials were given in addition to standard care, including prescribed medication. In trials video games tend to be the control for testing efficacy of complex, cognitive therapies; only two small trials evaluated commercial video games as the intervention. We categorised video game interventions into 'non-exergame' (played statically) and 'exergame' (the players use bodily movements to control the game). Our main outcomes of interest were clinically important changes in: general functioning, cognitive functioning, social functioning, mental state, quality of life, and physical fitness as well as clinically important adverse effects. We found no clear difference between non-exergames and cognitive remediation in general functioning scores (Strauss Carpenter Outcome Scale) (MD 0.42, 95% CI -0.62 to 1.46; participants = 86; studies = 1, very low-quality evidence) or social functioning scores (Specific Levels of Functioning Scale) (MD -3.13, 95% CI -40.17 to 33.91; participants = 53; studies = 1, very low-quality evidence). There was a clear difference favouring cognitive remediation for cognitive functioning (improved on at least one domain of MATRICS Consensus Cognitive Battery Test) (RR 0.58, 95% CI 0.34 to 0.99; participants = 42; studies = 1, low-quality evidence). For mental state, Positive and Negative Syndrome Scale (PANSS) overall scores showed no clear difference between treatment groups (MD 0.20, 95% CI -3.89 to 4.28; participants = 269; studies = 4, low-quality evidence). Quality of life ratings (Quality of Life Scale) similarly showed no clear intergroup difference (MD 0.01, 95% CI -0.40 to 0.42; participants = 87; studies = 1, very low-quality evidence). Adverse effects were not reported; we chose leaving the study early as a proxy measure. The attrition rate by end of treatment was similar between treatment groups (RR 0.96, 95% CI 0.87 to 1.06; participants = 395; studies = 5, low-quality evidence). One small trial compared exergames with standard care, but few outcomes were reported. No clear difference between interventions was seen for cognitive functioning (measured by MATRICS Consensus Cognitive Battery Test) (MD 2.90, 95% CI -1.27 to 7.07; participants = 33; studies = 1, low-quality evidence), however a benefit in favour of exergames was found for average change in physical fitness (aerobic fitness) (MD 3.82, 95% CI 1.75 to 5.89; participants = 33; studies = 1, low-quality evidence). Adverse effects were not reported; we chose leaving the study early as a proxy measure. The attrition rate by end of treatment was similar between treatment groups (RR 1.06, 95% CI 0.75 to 1.51; participants = 33; studies = 1). Another small trial compared exergames with non-exergames. Only one of our main outcomes was reported - physical fitness, which was measured by average time taken to walk 3 metres. No clear intergroup difference was identified at six-week follow-up (MD -0.50, 95% CI -1.17 to 0.17; participants = 28; studies = 1, very low-quality evidence). No trials reported adverse effects. We chose leaving the study early as a proxy outcome.
AUTHORS' CONCLUSIONS: Our results suggest that non-exergames may have a less beneficial effect on cognitive functioning than cognitive remediation, but have comparable effects for all other outcomes. These data are from a small number of trials, and the evidence is graded as of low or very low quality and is very likely to change with more data. It is difficult to currently establish if the more sophisticated cognitive approaches do any more good - or harm - than 'static' video games for people with schizophrenia. Where players use bodily movements to control the game (exergames), there is very limited evidence suggesting a possible benefit of exergames compared to standard care in terms of cognitive functioning and aerobic fitness. However, this finding must be replicated in trials with a larger sample size and that are conducted over a longer time frame. We cannot draw any firm conclusions regarding the effects of video games until more high-quality evidence is available. There are ongoing studies that may provide helpful data in the near future.
商业视频游戏是一种非常流行的娱乐形式。尽管人们对视频游戏可能产生的负面影响仍存在担忧,但它们已被证明对使用者的认知有益。它们也经常被用作比较更复杂的认知或心理干预措施的控制干预措施。如果独立有效,视频游戏 - 既吸引人又相对便宜 - 与昂贵的认知干预措施相比,可能为标准治疗提供更具成本效益的附加干预措施。
综述视频游戏(单独使用或作为附加干预措施)与单独使用标准护理或其他干预措施(包括但不限于认知矫正或认知行为疗法)相比,对精神分裂症或类似精神分裂症疾病患者的效果。
我们检索了 Cochrane 精神分裂症组的基于研究的试验登记册(2017 年 3 月、2018 年 8 月、2019 年 8 月)。
专注于精神分裂症或类似精神分裂症疾病患者的视频游戏的随机对照试验。
综述作者独立提取数据。对于二项结局,我们计算了意向治疗基础上的风险比(RR)及其 95%置信区间(CI)。对于连续数据,我们计算了组间的平均差异(MD)及其 CI。我们采用固定效应模型进行分析。我们评估了纳入研究的偏倚风险,并使用 GRADE 制作了“结局概要”表。
本综述包括 2009 年至 2018 年进行的七项试验(共 468 名参与者,范围为 32 至 121)。研究持续时间从六周到十二周不等。纳入试验中的所有干预措施均在标准护理之外给予,包括规定的药物。在试验中,视频游戏往往是测试复杂认知疗法疗效的对照组;只有两项小型试验评估了商业视频游戏作为干预措施。我们将视频游戏干预措施分为“非运动游戏”(静态播放)和“运动游戏”(玩家使用身体动作来控制游戏)。我们感兴趣的主要结局包括:一般功能、认知功能、社会功能、精神状态、生活质量和身体健康以及临床重要的不良影响。我们发现非运动游戏与认知矫正在一般功能评分(Strauss Carpenter 结果量表)(MD 0.42,95%CI -0.62 至 1.46;参与者=86;研究=1,低质量证据)或社会功能评分(特定功能水平量表)(MD -3.13,95%CI -40.17 至 33.91;参与者=53;研究=1,低质量证据)方面没有明显差异。认知矫正在认知功能方面有明显的优势(至少在 MATRICS 共识认知电池测试的一个领域得到改善)(RR 0.58,95%CI 0.34 至 0.99;参与者=42;研究=1,低质量证据)。对于精神状态,阳性和阴性综合征量表(PANSS)总分显示治疗组之间没有明显差异(MD 0.20,95%CI -3.89 至 4.28;参与者=269;研究=4,低质量证据)。生活质量评分(生活质量量表)也没有显示出组间的明显差异(MD 0.01,95%CI -0.40 至 0.42;参与者=87;研究=1,低质量证据)。未报告不良影响;我们选择提前离开研究作为替代测量指标。治疗结束时的脱落率在治疗组之间相似(RR 0.96,95%CI 0.87 至 1.06;参与者=395;研究=5,低质量证据)。一项小型试验将运动游戏与标准护理进行了比较,但报告的结果很少。干预措施之间没有明显差异认知功能(用 MATRICS 共识认知电池测试测量)(MD 2.90,95%CI -1.27 至 7.07;参与者=33;研究=1,低质量证据),然而,运动游戏在平均身体适应度(有氧健身)方面表现出优势(MD 3.82,95%CI 1.75 至 5.89;参与者=33;研究=1,低质量证据)。未报告不良影响;我们选择提前离开研究作为替代测量指标。治疗结束时的脱落率在治疗组之间相似(RR 1.06,95%CI 0.75 至 1.51;参与者=33;研究=1)。另一项小型试验将运动游戏与非运动游戏进行了比较。我们只报告了一个主要结果 - 身体适应度,通过平均时间来衡量 3 米的步行距离。在 6 周随访时,没有发现组间的明显差异(MD -0.50,95%CI -1.17 至 0.17;参与者=28;研究=1,非常低质量证据)。没有试验报告不良影响。我们选择提前离开研究作为替代测量指标。
我们的结果表明,非运动游戏可能对认知功能的改善作用不如认知矫正,但对所有其他结局的影响相似。这些数据来自少数几项试验,证据质量为低或极低,并且很可能随着更多数据而改变。目前很难确定更复杂的认知方法是否比精神分裂症患者的“静态”视频游戏更有益或更有害。在玩家使用身体动作来控制游戏(运动游戏)的情况下,有非常有限的证据表明运动游戏与标准护理相比,在认知功能和有氧健身方面可能具有优势。然而,这一发现必须在更大样本量和更长时间的试验中得到复制。在有更多高质量证据之前,我们不能对视频游戏的效果得出任何明确的结论。目前正在进行的研究可能在不久的将来提供有帮助的数据。