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创伤性脑损伤患者的电子游戏训练:一项使用眼动追踪的探索性病例报告研究

Video game training in traumatic brain injury patients: an exploratory case report study using eye tracking.

作者信息

Azizi Elham, Fielding Joanne, Abel Larry A

机构信息

Mashhad University of Medical Sciences, Mashhad, Iran.

出版信息

J Eye Mov Res. 2022 Jun 15;15(1). doi: 10.16910/jemr.15.1.6. eCollection 2022.

Abstract

Remediation of attentional impairments is an essential component of cognitive rehabilitation after traumatic brain injury (TBI). Evidence from healthy participants has demonstrated attentional improvement following playing an action video game. This exploratory study investigated its application in TBI participants in a multiple baselines single case experimental design (SCED). Saccadic eye movements, recognized as the visible indicators of visual attention, were assessed to evaluate the effectiveness of the game training. Three severe TBI participants were trained in an action game for 10 hours. Saccadic eye movements during a self-paced saccade and an abstract visual search task were investigated during baseline, mid training and post-training. Using Percentage of Non-overlapping Data (PND), analysis showed consistent increase in the rate of the self-paced saccades in participants 1 (PND=80%) and 2 (PND=70%). In abstract search, fixation duration showed a minimally effective decrease for participant 2 (PND= 60%) and a moderately effective reduction in participant 3 (PND= 80%). Search time showed a highly effective reduction in participant 2 (PND = 100%) and moderately effective decrease in participant 3 (PND=70%). Overall, video game training might modify allocation of attention in eye movements. More evidence is required to validate the usefulness of this novel method of the cognitive training.

摘要

注意力缺陷的修复是创伤性脑损伤(TBI)后认知康复的重要组成部分。来自健康参与者的证据表明,玩动作电子游戏后注意力得到改善。这项探索性研究在多基线单病例实验设计(SCED)中调查了其在TBI参与者中的应用。作为视觉注意力可见指标的眼跳运动被评估,以评价游戏训练的有效性。三名重度TBI参与者接受了10小时的动作游戏训练。在基线、训练中期和训练后,研究了在自定节奏眼跳和抽象视觉搜索任务中的眼跳运动。使用非重叠数据百分比(PND)分析表明,参与者1(PND = 80%)和参与者2(PND = 70%)自定节奏眼跳的速率持续增加。在抽象搜索中,参与者2的注视持续时间显示出最小有效减少(PND = 60%),参与者3的注视持续时间显示出中度有效减少(PND = 80%)。搜索时间在参与者2中显示出高效减少(PND = 100%),在参与者3中显示出中度有效减少(PND = 70%)。总体而言,电子游戏训练可能会改变眼动中的注意力分配。需要更多证据来验证这种新型认知训练方法的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/41b0/9639239/4d4f2471e24d/jemr-15-01-f-figure-01.jpg

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