• 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

数字游戏干预对老年人认知功能的影响:一项多项基线单病例实验设计研究。

Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study.

机构信息

Faculty of Rehabilitation and Care, Seijoh University, 2-172 Fukinodai, Tokai, 476-8588, Aichi, Japan.

Faculty of Health Science, Suzuka University of Medical Science, Suzuka, Mie, Japan.

出版信息

BMC Geriatr. 2024 May 8;24(1):410. doi: 10.1186/s12877-024-05011-3.

DOI:10.1186/s12877-024-05011-3
PMID:38720259
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11080204/
Abstract

BACKGROUND

Residents in nursing homes are prone to cognitive decline affecting memory, visuospatial cognition, and executive functions. Cognitive decline can lead to dementia, necessitating prioritized intervention.

METHODS

The current study aimed to investigate whether an intervention using a digital game was effective for preserving and improving the cognitive function of residents in nursing homes. An intervention study was conducted using a single-case AB design with multiple baselines. The participants in the study were five older adults aged 65 and over who do not play digital games regularly. The study ran for 15 weeks, including a baseline (phase A) and an intervention phase (phase B). Phase A had five baselines (5 to 9 weeks) with random participant assignment. In phase B, participants engaged in a digital game (Space Invaders) individually. Cognitive function was assessed as the outcome, measured using the Brain Assessment (performed on a tablet through the Internet) at 16 measurement points. Four of five participants (two female and two male) were included in the analysis, using visual inspection and Bayesian statistics with multi-level modeling.

RESULTS

Visual inspection of the graphs revealed cognitive function score improvements after the intervention for most layers in terms of memory of numbers, memory of words, mental rotation test (visuospatial ability), and total scores in the Brain Assessment. These effects were also significant in the analysis by multi-level modeling.

CONCLUSIONS

The results suggest that the use of digital games may be effective for preserving and improving cognitive function among residents of nursing home.

TRIAL REGISTRATION

This study was registered in the University Hospital Medical Information Network Clinical Trials Registry (UMIN000048677; public title: Effect of a Digital Game Intervention for Cognitive Functions in Older People; registration date: August 30, 2022).

摘要

背景

养老院的居民容易出现认知能力下降,影响记忆力、视空间认知和执行功能。认知能力下降可导致痴呆,需要优先干预。

方法

本研究旨在探讨使用数字游戏干预是否对养老院居民的认知功能具有保持和改善作用。采用单病例 AB 设计,设置多个基线,进行干预研究。研究对象为 5 名 65 岁及以上、不经常玩数字游戏的老年人。研究持续 15 周,包括基线期(A 期)和干预期(B 期)。A 期有 5 个基线(5-9 周),参与者随机分配。B 期,参与者单独玩数字游戏(太空侵略者)。认知功能作为结果进行评估,使用 16 个测量点通过互联网在平板电脑上进行的 Brain Assessment 进行测量。采用视觉检查和贝叶斯统计多水平模型对 4 名(2 名女性,2 名男性)参与者进行分析。

结果

从图表的直观观察来看,在干预后,大多数参与者在数字记忆、词汇记忆、心理旋转测试(视空间能力)和 Brain Assessment 总分方面的认知功能评分均有提高。多水平模型分析也表明这些效果具有统计学意义。

结论

研究结果表明,数字游戏的使用可能对养老院居民的认知功能保持和改善有效。

试验注册

本研究在大学医院医疗信息网临床试验注册中心(UMIN000048677;公开标题:数字游戏干预对老年人认知功能的影响;注册日期:2022 年 8 月 30 日)进行了注册。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/6abcaebeb8ad/12877_2024_5011_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/3caea88c6f1b/12877_2024_5011_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/9227d20d7b0a/12877_2024_5011_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/6abcaebeb8ad/12877_2024_5011_Fig3_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/3caea88c6f1b/12877_2024_5011_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/9227d20d7b0a/12877_2024_5011_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a164/11080204/6abcaebeb8ad/12877_2024_5011_Fig3_HTML.jpg

相似文献

1
Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study.数字游戏干预对老年人认知功能的影响:一项多项基线单病例实验设计研究。
BMC Geriatr. 2024 May 8;24(1):410. doi: 10.1186/s12877-024-05011-3.
2
Pilot Randomized Controlled Trial of the GO Game Intervention on Cognitive Function.GO 游戏干预对认知功能影响的初步随机对照试验。
Am J Alzheimers Dis Other Demen. 2018 May;33(3):192-198. doi: 10.1177/1533317517753362. Epub 2018 Jan 18.
3
The Parkin'Play study: protocol of a phase II randomized controlled trial to assess the effects of a health game on cognition in Parkinson's disease.帕金游戏研究:一项II期随机对照试验的方案,旨在评估一款健康游戏对帕金森病认知功能的影响。
BMC Neurol. 2016 Nov 3;16(1):209. doi: 10.1186/s12883-016-0731-z.
4
Folic acid supplementation and malaria susceptibility and severity among people taking antifolate antimalarial drugs in endemic areas.在流行地区,服用抗叶酸抗疟药物的人群中,叶酸补充剂与疟疾易感性和严重程度的关系。
Cochrane Database Syst Rev. 2022 Feb 1;2(2022):CD014217. doi: 10.1002/14651858.CD014217.
5
Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.数字游戏改善创伤性脑损伤患者的功能:随机临床可行性研究。
J Med Internet Res. 2018 Mar 19;20(3):e77. doi: 10.2196/jmir.7618.
6
Enhancing cognition with video games: a multiple game training study.用视频游戏增强认知能力:一项多游戏训练研究。
PLoS One. 2013;8(3):e58546. doi: 10.1371/journal.pone.0058546. Epub 2013 Mar 13.
7
Efficacy of wooden toy training in alleviating cognitive decline in elderly individuals with cognitive impairment: A cluster randomized controlled study.木制玩具训练对认知障碍老年患者认知能力下降的缓解效果:一项整群随机对照研究。
PLoS One. 2024 Oct 15;19(10):e0309685. doi: 10.1371/journal.pone.0309685. eCollection 2024.
8
A group intervention to improve quality of life for people with advanced dementia living in care homes: the Namaste feasibility cluster RCT.一项改善养老院中晚期痴呆症患者生活质量的团体干预措施:Namaste 可行性聚类 RCT。
Health Technol Assess. 2020 Jan;24(6):1-140. doi: 10.3310/hta24060.
9
Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.大脑训练游戏可提高年轻人的执行功能、工作记忆和处理速度:一项随机对照试验。
PLoS One. 2013;8(2):e55518. doi: 10.1371/journal.pone.0055518. Epub 2013 Feb 6.
10
Effect of self-determination theory-based integrated creative art (SDTICA) program on older adults with mild cognitive impairment in nursing homes: Study protocol for a cluster randomised controlled trial.基于自我决定理论的综合创意艺术(SDTICA)方案对养老院轻度认知障碍老年人的影响:一项集群随机对照试验的研究方案。
BMC Geriatr. 2023 Apr 20;23(1):238. doi: 10.1186/s12877-023-03896-0.

本文引用的文献

1
Shorter Version of the Brain Assessment Is Suitable for Longitudinal Public Cognitive Evaluations.简短版脑评估适用于长期的公众认知评估。
Dement Geriatr Cogn Disord. 2022;51(5):405-411. doi: 10.1159/000526907. Epub 2022 Dec 1.
2
The Effectiveness of a Serious Game (MemoreBox) for Cognitive Functioning Among Seniors in Care Facilities: Field Study.一款严肃游戏(MemoreBox)对护理机构老年人认知功能的有效性:实地研究。
JMIR Serious Games. 2022 Apr 1;10(2):e33169. doi: 10.2196/33169.
3
The Correlation between a New Online Cognitive Test (the Brain Assessment) and Widely Used In-Person Neuropsychological Tests.
新的在线认知测试(大脑评估)与广泛使用的面对面神经心理学测试之间的相关性。
Dement Geriatr Cogn Disord. 2021;50(5):473-481. doi: 10.1159/000520521. Epub 2021 Dec 15.
4
Online Tool (Brain Assessment) for the Detection of Cognitive Function Changes during Aging.在线工具(大脑评估)用于检测衰老过程中的认知功能变化。
Dement Geriatr Cogn Disord. 2021;50(1):85-95. doi: 10.1159/000516564. Epub 2021 Jun 14.
5
Impact of an Intervention with Wii Video Games on the Autonomy of Activities of Daily Living and Psychological-Cognitive Components in the Institutionalized Elderly.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.
6
Bayesian analysis of the association between effective strategies of multimodal nonpharmacological intervention and characteristics of cognitive function in nursing home residents with cognitive impairment: A cross-sectional study.贝叶斯分析多模式非药物干预有效策略与认知障碍养老院居民认知功能特征之间的关联:一项横断面研究。
Medicine (Baltimore). 2020 Sep 11;99(37):e22154. doi: 10.1097/MD.0000000000022154.
7
Impact of Game-Based Interventions on Health-Related Outcomes in Hospitalized Older Patients: A Systematic Review.基于游戏的干预对住院老年患者健康相关结局的影响:系统评价。
J Am Med Dir Assoc. 2021 Feb;22(2):364-371.e1. doi: 10.1016/j.jamda.2020.07.027. Epub 2020 Aug 29.
8
A single case series using visuospatial task interference to reduce the number of visual intrusive memories of trauma with refugees.一项使用视空间任务干扰来减少难民创伤性视觉闯入记忆的个案系列研究。
Clin Psychol Psychother. 2021 Jan;28(1):109-123. doi: 10.1002/cpp.2489. Epub 2020 Jul 6.
9
A Systematic Review of Multimodal Non-Pharmacological Interventions for Cognitive Function in Older People with Dementia in Nursing Homes.养老院老年痴呆症患者认知功能的多模态非药物干预的系统评价
Dement Geriatr Cogn Disord. 2019;48(1-2):1-16. doi: 10.1159/000503445. Epub 2019 Oct 21.
10
MindMate: A single case experimental design study of a reminder system for people with dementia.MindMate:一种用于痴呆症患者的提醒系统的单病例实验设计研究。
Neuropsychol Rehabil. 2021 Jan;31(1):18-38. doi: 10.1080/09602011.2019.1653936. Epub 2019 Aug 20.