University Medical Center Hamburg-Eppendorf, Clinic and Policlinic for Psychiatry and Psychotherapy, Martinistrasse 52, 20246, Hamburg, Germany.
Humboldt-University Berlin, Department of Psychology, Berlin, Germany.
Transl Psychiatry. 2024 May 28;14(1):218. doi: 10.1038/s41398-024-02945-5.
Recent research shows that videogame training enhances neuronal plasticity and cognitive improvements in healthy individuals. As patients with schizophrenia exhibit reduced neuronal plasticity linked to cognitive deficits and symptoms, we investigated whether videogame-related cognitive improvements and plasticity changes extend to this population. In a training study, patients with schizophrenia and healthy controls were randomly assigned to 3D or 2D platformer videogame training or E-book reading (active control) for 8 weeks, 30 min daily. After training, both videogame conditions showed significant increases in sustained attention compared to the control condition, correlated with increased functional connectivity in a hippocampal-prefrontal network. Notably, patients trained with videogames mostly improved in negative symptoms, general psychopathology, and perceived mental health recovery. Videogames, incorporating initiative, goal setting and gratification, offer a training approach closer to real life than current psychiatric treatments. Our results provide initial evidence that they may represent a possible adjunct therapeutic intervention for complex mental disorders.
最近的研究表明,电子游戏训练可以增强健康个体的神经元可塑性和认知能力。由于精神分裂症患者表现出与认知缺陷和症状相关的神经元可塑性降低,我们研究了电子游戏相关的认知改善和可塑性变化是否扩展到这一人群。在一项训练研究中,精神分裂症患者和健康对照组被随机分配到 3D 或 2D 平台游戏训练或电子书阅读(主动对照)中,每天 30 分钟,持续 8 周。训练后,与对照组相比,两种电子游戏条件均显示出持续注意力的显著增加,与海马-前额叶网络中功能连接的增加相关。值得注意的是,接受电子游戏训练的患者在阴性症状、一般精神病理学和感知心理健康恢复方面大多有所改善。电子游戏包含主动性、目标设定和满足感,提供了一种比当前精神科治疗更接近现实生活的训练方法。我们的结果初步表明,它们可能代表一种复杂精神障碍的可能辅助治疗干预。