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使用基于智能手机的训练游戏评估多发性硬化症患者的认知表现:一项可行性研究。

Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study.

机构信息

Research Center for Clinical Neuroimmunology and Neuroscience Basel (RC2NB), University Hospital Basel, University of Basel, Spitalstrasse 2, 4031, Basel, Switzerland.

Neuropsychology and Behavioral Neurology Unit, Department of Psychology and Interdisciplinary Platform Psychiatry and Psychology, Division of Molecular and Cognitive Neuroscience, University of Basel, Basel, Switzerland.

出版信息

J Neurol. 2023 Jul;270(7):3451-3463. doi: 10.1007/s00415-023-11671-9. Epub 2023 Mar 23.

Abstract

BACKGROUND

Cognitive impairment occurs in up to 70% of people with MS (pwMS) and has a large impact on quality of life and working capacity. As part of the development of a smartphone-app (dreaMS) for monitoring MS disease activity and progression, we assessed the feasibility and acceptance of using cognitive games as assessment tools for cognitive domains.

METHODS

We integrated ten cognitive games in the dreaMS app. Participants were asked to play these games twice a week for 5 weeks. All subjects underwent a battery of established neuropsychological tests. User feedback on acceptance was obtained via a five-point Likert-scale questionnaire. We correlated game performance measures with predetermined reference tests (Spearman's rho) and analyzed differences between pwMS and Healthy Controls (rank biserial correlation).

RESULTS

We included 31 pwMS (mean age 43.4 ± 12.0 years; 68% females; median Expanded Disability Status Scale score 3.0, range 1.0-6.0) and 31 age- and sex-matched HC. All but one game showed moderate-strong correlations with their reference tests, (|r|= 0.34-0.77). Performance improved in both groups over the 5 weeks. Average ratings for overall impression and meaningfulness were 4.6 (range 4.2-4.9) and 4.7 (range 4.5-4.8), respectively.

CONCLUSION

Moderate-strong correlations with reference tests suggest that adaptive cognitive games may be used as measures of cognitive domains. The practice effects observed suggest that game-derived measures may capture change over time. All games were perceived as enjoyable and meaningful, features crucial for long-term adherence. Our results encourage further validation of adaptive cognitive games as monitoring tools for cognition in larger studies of longer duration.

STUDY REGISTER

ClinicalTrials.gov: NCT04413032.

摘要

背景

认知障碍在多达 70%的多发性硬化症患者(pwMS)中发生,对生活质量和工作能力有很大影响。作为监测多发性硬化症疾病活动和进展的智能手机应用程序(dreaMS)开发的一部分,我们评估了使用认知游戏作为认知领域评估工具的可行性和可接受性。

方法

我们在 dreaMS 应用程序中集成了十款认知游戏。要求参与者每周玩两次,共 5 周。所有受试者都接受了一系列既定的神经心理学测试。通过五点李克特量表问卷获得用户对可接受性的反馈。我们将游戏表现衡量标准与预定的参考测试相关联(Spearman rho),并分析多发性硬化症患者和健康对照组之间的差异(等级二分相关)。

结果

我们纳入了 31 名多发性硬化症患者(平均年龄 43.4±12.0 岁;68%为女性;中位扩展残疾状况量表评分 3.0,范围 1.0-6.0)和 31 名年龄和性别匹配的健康对照组。除了一个游戏外,所有游戏与参考测试都显示出中度到高度相关性(|r|=0.34-0.77)。两组在 5 周内的表现均有所提高。总体印象和有意义性的平均评分分别为 4.6(范围 4.2-4.9)和 4.7(范围 4.5-4.8)。

结论

与参考测试的中度到高度相关性表明,自适应认知游戏可以用作认知领域的衡量标准。观察到的练习效应表明,游戏衍生的衡量标准可能会随着时间的推移捕捉到变化。所有游戏都被认为是有趣和有意义的,这是长期依从性的关键特征。我们的结果鼓励在更大规模、更长时间的研究中进一步验证自适应认知游戏作为认知监测工具的有效性。

研究注册

ClinicalTrials.gov:NCT04413032。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/618e/10267276/5e93f14dadba/415_2023_11671_Fig1_HTML.jpg

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