Manser Patrick, Poikonen Hanna, de Bruin Eling D
Motor Control and Learning Group, Institute of Human Movement Sciences and Sport, ETH Zurich, Zurich, Switzerland.
Learning Sciences and Higher Education, Department of Humanities, Social and Political Sciences, ETH Zurich, Zurich, Switzerland.
Front Aging Neurosci. 2023 Sep 21;15:1163388. doi: 10.3389/fnagi.2023.1163388. eCollection 2023.
Exergames provide a promising new approach to implement simultaneous motor-cognitive training, which may support preventing the decline in cognitive functioning in older adults who have a mild neurocognitive disorder (mNCD).
To evaluate feasibility, system usability, and acceptance of "Brain-IT", a newly developed training concept combining exergame-based motor-cognitive training and heart rate variability (HRV) guided resonance breathing for the secondary prevention of mNCD.
A pilot randomized controlled trial (RCT) with an allocation ratio of 2:1 (i.e., intervention:control) was conducted. The control group proceeded with usual care. The intervention group performed a 12-week training according to the "Brain-IT" training concept implemented with the "Senso Flex" (Dividat AG) exergaming system in addition to usual care. Feasibility and usability outcomes were analyzed using descriptive statistics. User acceptance was analyzed qualitatively and using Friedman analysis of variance (ANOVA), as well as Wilcoxon signed-rank tests.
Eighteen participants (77.3 ± 9.8 years; 44.4% females) were included. On average, we recruited 2.2 participants per month, and 35.3% of the individuals contacted were included. The intervention group had an attrition rate of 20% and mean adherence and compliance rates of 85.0 and 84.1%, respectively. The mean system usability score, measured with the system usability scale, was 71.7. High levels of exergame enjoyment, an increase in exergame enjoyment, and internalization of training motivation with large effect sizes ( = 0.03, r = 0.75 and = 0.03, r = 0.74, respectively), as well as acceptable perceived usefulness, were observed. Preliminary data on the effects of the "Brain-IT" training are promising.
The feasibility and usability of the "Brain-IT" training are acceptable. However, frequent occurrences of technical problems and difficulties in using the exergame training system were identified as barriers to performing the "Brain-IT" training. To optimize feasibility, either improvements or alternative solutions are required in the hardware and software of the exergame used to implement the "Brain-IT" training. The "Brain-IT" training itself was well-accepted by older adults who have mNCD. Therefore, the effectiveness of the "Brain-IT" training concept should be investigated in future studies.
clinicaltrials.gov/ct2/show/NCT04996654.
运动游戏提供了一种有前景的新方法来实施同步运动认知训练,这可能有助于预防患有轻度神经认知障碍(mNCD)的老年人认知功能下降。
评估“Brain-IT”的可行性、系统可用性和可接受性,“Brain-IT”是一种新开发的训练概念,结合了基于运动游戏的运动认知训练和心率变异性(HRV)引导的共振呼吸,用于mNCD的二级预防。
进行了一项分配比例为2:1(即干预组:对照组)的试点随机对照试验(RCT)。对照组接受常规护理。干预组除常规护理外,根据使用“Senso Flex”(Dividat AG)运动游戏系统实施的“Brain-IT”训练概念进行为期12周的训练。使用描述性统计分析可行性和可用性结果。通过定性分析、Friedman方差分析(ANOVA)以及Wilcoxon符号秩检验分析用户接受度。
纳入了18名参与者(77.3±9.8岁;44.4%为女性)。平均每月招募2.2名参与者,被联系的个体中有35.3%被纳入。干预组的失访率为20%,平均依从率和符合率分别为85.0%和84.1%。用系统可用性量表测量的平均系统可用性得分为71.7。观察到运动游戏的高度趣味性、运动游戏趣味性的增加以及训练动机的内化,效应量较大(分别为d = 0.03,r = 0.75和d = 0.03,r = 0.74),以及可接受的感知有用性。关于“Brain-IT”训练效果的初步数据很有前景。
“Brain-IT”训练的可行性和可用性是可以接受的。然而,运动游戏训练系统频繁出现技术问题和使用困难被确定为实施“Brain-IT”训练的障碍。为了优化可行性,用于实施“Brain-IT”训练的运动游戏的硬件和软件需要改进或采用替代解决方案。“Brain-IT”训练本身受到患有mNCD的老年人的广泛接受。因此,应在未来的研究中调查“Brain-IT”训练概念的有效性。
clinicaltrials.gov/ct2/show/NCT04996654。