Kleschnitzki Jana Marina, Beyer Luzi, Beyer Reinhard, Großmann Inga
Department of Psychology, Humboldt-University of Berlin, Berlin, Germany.
Department of Social Work, Alice-Salomon-Hochschule, Berlin, Germany.
JMIR Serious Games. 2022 Apr 1;10(2):e33169. doi: 10.2196/33169.
Serious games have been found to have enhancing and preventative effects on cognitive abilities in healthy older adults. Yet, there are few results on the effects in older seniors with age-related low cognitive impairments. Their special needs were considered when designing and using innovate technology in the area of prevention, which is especially relevant owing to the continuously aging population.
The objective of this study was to evaluate the impact of a serious game on the cognitive abilities of seniors in order to potentially implement innovative resource-oriented technological interventions that can help to meet future challenges.
In this controlled trial, we tested the serious game MemoreBox, which features modules specifically designed for seniors in nursing homes. Over a period of 1 year, we tested the cognitive abilities of 1000 seniors at 4 time points using the Mini-Mental Status Test. Only half of the participating seniors engaged with the serious game.
The study included an intervention group (n=56) and a control group (did not play; n=55). Based on the in-game data collection, a second intervention group (n=38) was identified within the original intervention group, which exactly followed the planned protocol. There were no noteworthy differences between the demographic and main variables of the overall sample. The large reduction in the sample size was due to the effects of the COVID-19 pandemic (drop-out rate: 88.9%). The CI was set at 5%. Mixed analysis of variance (ANOVA) between the cognitive abilities of the intervention and control groups did not show a statistically significant difference between time and group (F=1.942; P=.13; partial η²=0.018). We noted approximately the same findings for mixed ANOVA between the cognitive abilities of the second intervention and control groups (F=2.574; P=.054; partial η²=0.028). However, we did observe clear tendencies and a statistically significant difference between the 2 groups after 9 months of the intervention (t=-2.394; P=.02).
The results of this study show similarities with the current research situation. Moreover, the data indicate that the intervention can have an effect on the cognitive abilities of seniors, provided that they regularly play the serious game of MemoreBox. The small sample size means that the tendency toward improvement cannot be proven as statistically significant. However, the tendency shown warrants further research. Establishing an effective prevention tool as part of standard care in nursing homes by means of an easy-to-use serious game would be a considerable contribution to the weakened health care system in Germany as it would offer a means of activating senior citizens in partially and fully inpatient care facilities.
German Clinical Trials Register DRKS00016633; https://tinyurl.com/2e4765nj.
研究发现,严肃游戏对健康老年人的认知能力具有增强和预防作用。然而,关于其对患有与年龄相关的轻度认知障碍的老年人群体影响的研究结果较少。在设计和使用预防领域的创新技术时,考虑到了他们的特殊需求,鉴于人口持续老龄化,这一点尤为重要。
本研究旨在评估一款严肃游戏对老年人认知能力的影响,以便有可能实施以资源为导向的创新技术干预措施,帮助应对未来挑战。
在这项对照试验中,我们测试了一款名为MemoreBox的严肃游戏,该游戏具有专门为养老院老年人设计的模块。在1年的时间里,我们使用简易精神状态检查表在4个时间点对1000名老年人的认知能力进行了测试。只有一半参与研究的老年人玩了这款严肃游戏。
该研究包括一个干预组(n = 56)和一个对照组(未玩游戏;n = 55)。根据游戏内数据收集情况,在原始干预组中确定了第二个干预组(n = 38),该组严格遵循了计划方案。总体样本的人口统计学和主要变量之间没有显著差异。样本量大幅减少是由于新冠疫情的影响(脱落率:88.9%)。置信区间设定为5%。干预组和对照组认知能力的混合方差分析未显示时间和组间存在统计学显著差异(F = 1.942;P = 0.13;偏η² = 0.018)。第二个干预组和对照组认知能力的混合方差分析也得到了大致相同的结果(F = 2.574;P = 0.054;偏η² = 0.028)。然而,在干预9个月后,我们确实观察到两组之间有明显趋势和统计学显著差异(t = -2.394;P = 0.02)。
本研究结果与当前研究情况相似。此外,数据表明,如果老年人定期玩MemoreBox这款严肃游戏,该干预措施可能会对他们的认知能力产生影响。样本量较小意味着改善趋势无法被证明具有统计学显著性。然而,所显示的趋势值得进一步研究。通过一款易于使用的严肃游戏建立一种有效的预防工具作为养老院标准护理服务的一部分,将对德国薄弱的医疗保健系统做出重大贡献,因为这将为部分和完全住院护理机构中的老年人提供一种激活方式。
德国临床试验注册中心DRKS00016633;https://tinyurl.com/2e4765nj。