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建立在线运动学习游戏的有效性和可靠性:MindCrowd 中用于阿尔茨海默病研究的应用。

Establishing the Validity and Reliability of an Online Motor Learning Game: Applications for Alzheimer's Disease Research Within MindCrowd.

机构信息

School of Biological and Health Systems Engineering, Arizona State University, Tempe, AZ, USA.

The Arizona Alzheimer's Consortium, Phoenix, AZ, USA.

出版信息

Games Health J. 2023 Apr;12(2):132-139. doi: 10.1089/g4h.2022.0042. Epub 2023 Feb 6.

Abstract

Motor practice effects (i.e., improvements in motor task performance with practice) are emerging as a unique variable that can predict Alzheimer's disease (AD) progression and biomarker positivity. However, the tasks used to study motor practice effects have involved face-to-face assessment, making them difficult to integrate into large internet-based cohorts that represent the next generation of AD research. The purpose of this study was to validate an online computer game against its in-lab version, which has been shown previously to characterize motor practice effects. This study leveraged young adult participants within the MindCrowd electronic cohort, a large nationwide cohort for AD research collected entirely through the internet. Validation compared performance on the online version among MindCrowd users against an age-matched cohort's performance on an in-lab version using a different controller (Xbox 360 controller joystick for in-lab sample versus keyboard arrow keys for online sample). Data indicated that the rate of skill acquisition among MindCrowd users were not significantly different from those of the in-lab cohort. Furthermore, the contact-to-consent rate observed in this study (although low) was similar to that of other online AD cohorts. Overall, this study demonstrates that implementing online games designed to study and measure motor practice effects into online research cohorts is feasible and valid. Future research will explore how online game performance is associated with age and dementia risk factors that may help further an understanding of AD.

摘要

运动练习效应(即,通过练习提高运动任务表现)正成为一个独特的变量,可以预测阿尔茨海默病(AD)的进展和生物标志物的阳性。然而,用于研究运动练习效应的任务涉及面对面评估,因此很难将其整合到代表 AD 研究下一代的大型基于互联网的队列中。本研究的目的是验证在线计算机游戏与其实验室版本的有效性,该实验室版本之前已被证明可以描述运动练习效应。本研究利用了 MindCrowd 电子队列中的年轻成年参与者,MindCrowd 是一个大型的全国性 AD 研究队列,完全通过互联网收集。验证通过比较 MindCrowd 用户在在线版本上的表现与使用不同控制器(实验室样本的 Xbox 360 控制器操纵杆与在线样本的键盘箭头键)的年龄匹配队列在实验室版本上的表现来进行。数据表明,MindCrowd 用户的技能习得率与实验室队列没有显著差异。此外,尽管这项研究中的同意率较低,但与其他在线 AD 队列相似。总的来说,这项研究表明,将旨在研究和测量运动练习效应的在线游戏实施到在线研究队列中是可行和有效的。未来的研究将探索在线游戏表现与年龄和痴呆风险因素的关系,这可能有助于进一步了解 AD。

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