• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

严肃游戏对改善认知障碍老年人认知能力的有效性和安全性:系统评价与荟萃分析

The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis.

作者信息

Abd-Alrazaq Alaa, Alajlani Mohannad, Alhuwail Dari, Toro Carla T, Giannicchi Anna, Ahmed Arfan, Makhlouf Ahmed, Househ Mowafa

机构信息

Division of Information and Computing Technology, College of Science and Engineering, Hamad Bin Khalifa University, Qatar Foundation, Doha, Qatar.

AI Center for Precision Health, Weill Cornell Medicine-Qatar, Doha, Qatar.

出版信息

JMIR Serious Games. 2022 Mar 10;10(1):e34592. doi: 10.2196/34592.

DOI:10.2196/34592
PMID:35266877
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8949701/
Abstract

BACKGROUND

Cognitive impairment is a mental disorder that commonly affects elderly people. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological intervention for improving cognitive abilities. The effectiveness and safety of serious games for improving cognitive abilities have been investigated by several systematic reviews; however, they are limited by design and methodological weaknesses.

OBJECTIVE

This study aims to assess the effectiveness and safety of serious games for improving cognitive abilities among elderly people with cognitive impairment.

METHODS

A systematic review of randomized controlled trials (RCTs) was conducted. The following 8 electronic databases were searched: MEDLINE, Embase, CINAHL, PsycINFO, ACM Digital Library, IEEE Xplore, Scopus, and Google Scholar. We also screened reference lists of the included studies and relevant reviews, as well as checked studies citing our included studies. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. We used a narrative and statistical approach, as appropriate, to synthesize the results of the included studies.

RESULTS

Fifteen studies met the eligibility criteria among 466 citations retrieved. Of those, 14 RCTs were eventually included in the meta-analysis. We found that, regardless of their type, serious games were more effective than no intervention (P=.04) and conventional exercises (P=.002) for improving global cognition among elderly people with cognitive impairment. Further, a subgroup analysis showed that cognitive training games were more effective than no intervention (P=.05) and conventional exercises (P<.001) for improving global cognition among elderly people with cognitive impairment. Another subgroup analysis demonstrated that exergames (a category of serious games that includes physical exercises) are as effective as no intervention and conventional exercises (P=.38) for improving global cognition among elderly people with cognitive impairment. Although some studies found adverse events from using serious games, the number of adverse events (ie, falls and exacerbations of pre-existing arthritis symptoms) was comparable between the serious game and control groups.

CONCLUSIONS

Serious games and specifically cognitive training games have the potential to improve global cognition among elderly people with cognitive impairment. However, our findings remain inconclusive because the quality of evidence in all meta-analyses was very low, mainly due to the risk of bias raised in the majority of the included studies, high heterogeneity of the evidence, and imprecision of total effect sizes. Therefore, psychologists, psychiatrists, and patients should consider offering serious games as a complement and not a substitute to existing interventions until further more robust evidence is available. Further studies are needed to assess the effect of exergames, the safety of serious games, and their long-term effects.

摘要

背景

认知障碍是一种常见于老年人的精神障碍。严肃游戏是指具有娱乐之外目的的游戏,已被用作改善认知能力的非药物干预手段。多项系统评价对严肃游戏改善认知能力的有效性和安全性进行了研究;然而,这些研究受到设计和方法学缺陷的限制。

目的

本研究旨在评估严肃游戏对改善认知障碍老年人认知能力的有效性和安全性。

方法

对随机对照试验(RCT)进行系统评价。检索了以下8个电子数据库:MEDLINE、Embase、CINAHL、PsycINFO、ACM数字图书馆、IEEE Xplore、Scopus和谷歌学术。我们还筛选了纳入研究和相关综述的参考文献列表,并检查引用我们纳入研究的文献。两名评审员独立进行研究选择、数据提取、偏倚风险评估和证据质量评价。我们酌情采用叙述性和统计性方法来综合纳入研究的结果。

结果

在检索到的466篇文献中,有15项研究符合纳入标准。其中,最终有14项RCT纳入荟萃分析。我们发现,无论类型如何,严肃游戏在改善认知障碍老年人的整体认知方面比无干预(P = 0.04)和传统锻炼(P = 0.002)更有效。此外,亚组分析表明,认知训练游戏在改善认知障碍老年人的整体认知方面比无干预(P = 0.05)和传统锻炼(P < 0.001)更有效。另一亚组分析表明,健身游戏(一类包括体育锻炼的严肃游戏)在改善认知障碍老年人的整体认知方面与无干预和传统锻炼效果相当(P = 0.38)。尽管一些研究发现使用严肃游戏会出现不良事件,但严肃游戏组和对照组的不良事件数量(即跌倒和既往关节炎症状加重)相当。

结论

严肃游戏,特别是认知训练游戏,有改善认知障碍老年人整体认知的潜力。然而,我们的研究结果仍不明确,因为所有荟萃分析中的证据质量都非常低,主要原因是大多数纳入研究中存在偏倚风险、证据的高度异质性以及总效应量的不精确性。因此,在有更确凿的证据之前,心理学家、精神科医生和患者应考虑将严肃游戏作为现有干预措施的补充而非替代。需要进一步研究来评估健身游戏的效果、严肃游戏的安全性及其长期影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/4a761b2e5a88/games_v10i1e34592_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/e03ce66233d7/games_v10i1e34592_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/d3ebc5e98234/games_v10i1e34592_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/021fb4612c88/games_v10i1e34592_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/bf54fe5fef8b/games_v10i1e34592_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/2d0139d64767/games_v10i1e34592_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/4a761b2e5a88/games_v10i1e34592_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/e03ce66233d7/games_v10i1e34592_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/d3ebc5e98234/games_v10i1e34592_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/021fb4612c88/games_v10i1e34592_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/bf54fe5fef8b/games_v10i1e34592_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/2d0139d64767/games_v10i1e34592_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ac9e/8949701/4a761b2e5a88/games_v10i1e34592_fig6.jpg

相似文献

1
The Effectiveness and Safety of Serious Games for Improving Cognitive Abilities Among Elderly People With Cognitive Impairment: Systematic Review and Meta-Analysis.严肃游戏对改善认知障碍老年人认知能力的有效性和安全性:系统评价与荟萃分析
JMIR Serious Games. 2022 Mar 10;10(1):e34592. doi: 10.2196/34592.
2
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis.严肃游戏在缓解焦虑方面的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Feb 14;10(1):e29137. doi: 10.2196/29137.
3
Effectiveness of Serious Games for Improving Executive Functions Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.严肃游戏对改善认知障碍老年人执行功能的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Jul 25;10(3):e36123. doi: 10.2196/36123.
4
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis.严肃游戏缓解抑郁症的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Jan 14;10(1):e32331. doi: 10.2196/32331.
5
The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.严肃游戏对改善认知障碍老年人记忆力的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Aug 9;10(3):e35202. doi: 10.2196/35202.
6
Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.认知障碍老年人学习用严肃游戏:系统评价和荟萃分析。
J Med Internet Res. 2023 Apr 12;25:e43607. doi: 10.2196/43607.
7
The Effectiveness of Serious Games on Cognitive Processing Speed Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.严肃游戏对认知障碍老年人认知处理速度的有效性:系统评价与荟萃分析
JMIR Serious Games. 2022 Sep 9;10(3):e36754. doi: 10.2196/36754.
8
Effectiveness of Serious Games for Language Processing Amongst Elderly Population with Cognitive Impairment: A Systematic Review and Meta-Analysis.认知障碍老年人群体语言处理的严肃游戏有效性:系统评价和荟萃分析。
Stud Health Technol Inform. 2022 Jun 29;295:108-111. doi: 10.3233/SHTI220672.
9
10
Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.电子严肃游戏对患有阿尔茨海默病和轻度认知障碍的老年人的影响:随机对照试验的系统评价与荟萃分析
JMIR Serious Games. 2024 Jul 31;12:e55785. doi: 10.2196/55785.

引用本文的文献

1
Effects of aerobic exercise on memory functions and serum levels of BDNF and TrkB in young adult and older adult male football players.有氧运动对年轻成年和老年成年男性足球运动员记忆功能及血清脑源性神经营养因子(BDNF)和酪氨酸激酶受体B(TrkB)水平的影响。
J Exerc Sci Fit. 2025 Jul;23(3):197-202. doi: 10.1016/j.jesf.2025.100385. Epub 2025 Apr 16.
2
Feasibility of Augmented Reality-Based Cognitive Training for Older Adults: The MarketMind AR Approach.基于增强现实的老年人认知训练的可行性:MarketMind AR方法。
Sensors (Basel). 2025 Mar 26;25(7):2081. doi: 10.3390/s25072081.
3
Effectiveness of a brain exercise program using game-based cognitive enhancement to reduce mild cognitive impairment among older adults in Pathum Thani Province, Thailand: a quasi-experimental study.

本文引用的文献

1
The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis.严肃游戏在缓解焦虑方面的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Feb 14;10(1):e29137. doi: 10.2196/29137.
2
The Effectiveness of Serious Games for Alleviating Depression: Systematic Review and Meta-analysis.严肃游戏缓解抑郁症的有效性:系统评价与荟萃分析。
JMIR Serious Games. 2022 Jan 14;10(1):e32331. doi: 10.2196/32331.
3
Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological-Cognitive Components in the Institutionalized Elderly.
泰国巴吞他尼府一项使用基于游戏的认知强化训练的大脑锻炼计划对减少老年人轻度认知障碍的有效性:一项准实验研究
Osong Public Health Res Perspect. 2025 Feb;16(1):59-71. doi: 10.24171/j.phrp.2024.0267. Epub 2025 Feb 17.
4
Feasibility of an exergaming training program in type 2 diabetes mellitus: A mixed method study.一款运动游戏训练方案用于2型糖尿病的可行性:一项混合方法研究。
Digit Health. 2024 Oct 14;10:20552076241285090. doi: 10.1177/20552076241285090. eCollection 2024 Jan-Dec.
5
Virtual Reality Technology for Physical and Cognitive Function Rehabilitation in People With Multiple Sclerosis.用于多发性硬化症患者身体和认知功能康复的虚拟现实技术
Rehabil Res Pract. 2024 Sep 24;2024:2020263. doi: 10.1155/2024/2020263. eCollection 2024.
6
Exergaming for dementia and mild cognitive impairment.锻炼游戏治疗痴呆和轻度认知障碍。
Cochrane Database Syst Rev. 2024 Sep 25;9(9):CD013853. doi: 10.1002/14651858.CD013853.pub2.
7
Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.电子严肃游戏对患有阿尔茨海默病和轻度认知障碍的老年人的影响:随机对照试验的系统评价与荟萃分析
JMIR Serious Games. 2024 Jul 31;12:e55785. doi: 10.2196/55785.
8
Effects of Serious Games in Older Adults With Mild Cognitive Impairment.严肃游戏对轻度认知障碍老年人的影响。
Psychiatry Investig. 2024 May;21(5):449-456. doi: 10.30773/pi.2023.0308. Epub 2024 May 23.
9
A Serious Game ("Fight With Virus") for Preventing COVID-19 Health Rumors: Development and Experimental Study.一款用于预防新冠疫情健康谣言的严肃游戏(“与病毒作战”):开发与实验研究
JMIR Serious Games. 2024 Feb 26;12:e45546. doi: 10.2196/45546.
10
Digital technology usage among older adults with cognitive frailty: A survey during COVID-19 pandemic.认知衰弱老年人的数字技术使用情况:COVID-19大流行期间的一项调查
Digit Health. 2023 Oct 19;9:20552076231207594. doi: 10.1177/20552076231207594. eCollection 2023 Jan-Dec.
Wii 视频游戏干预对机构养老老年人日常生活活动自主性及心理认知成分的影响
Int J Environ Res Public Health. 2021 Feb 7;18(4):1570. doi: 10.3390/ijerph18041570.
4
Effect of exergaming versus combined exercise on cognitive function and brain activation in frail older adults: A randomised controlled trial.抗阻运动与联合运动对衰弱老年人认知功能和大脑激活的影响:一项随机对照试验。
Ann Phys Rehabil Med. 2021 Sep;64(5):101492. doi: 10.1016/j.rehab.2021.101492. Epub 2021 Jul 15.
5
Perceptions and Opinions of Patients About Mental Health Chatbots: Scoping Review.患者对心理健康聊天机器人的看法和意见:范围综述。
J Med Internet Res. 2021 Jan 13;23(1):e17828. doi: 10.2196/17828.
6
Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression.基于游戏的大脑训练对改善社区居住老年人认知功能的作用:系统评价和元回归分析。
Arch Gerontol Geriatr. 2021 Jan-Feb;92:104260. doi: 10.1016/j.archger.2020.104260. Epub 2020 Sep 19.
7
The use of commercial computerised cognitive games in older adults: a meta-analysis.老年人使用商业化计算机化认知游戏:荟萃分析。
Sci Rep. 2020 Sep 17;10(1):15276. doi: 10.1038/s41598-020-72281-3.
8
Dementia prevention, intervention, and care: 2020 report of the Lancet Commission.《痴呆症的预防、干预与照护:柳叶刀委员会2020年报告》
Lancet. 2020 Aug 8;396(10248):413-446. doi: 10.1016/S0140-6736(20)30367-6. Epub 2020 Jul 30.
9
Effects of Exergaming on Cognitive and Social Functioning of People with Dementia: A Randomized Controlled Trial.电子游戏对痴呆症患者认知和社交功能的影响:一项随机对照试验。
J Am Med Dir Assoc. 2020 Dec;21(12):1958-1967.e5. doi: 10.1016/j.jamda.2020.04.018. Epub 2020 Jul 7.
10
Effectiveness of Exergaming in Improving Cognitive and Physical Function in People With Mild Cognitive Impairment or Dementia: Systematic Review.电子游戏对改善轻度认知障碍或痴呆症患者认知和身体功能的有效性:系统评价
JMIR Serious Games. 2020 Jun 30;8(2):e16841. doi: 10.2196/16841.