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Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.

作者信息

Zuo Xinyi, Tang Yong, Chen Yifang, Zhou Zhimiao

机构信息

Sociology Department, School of Government, Shenzhen University, Shenzhen, Guangdong, China.

Institution of Policy Studies, Lingnan University, Tuen Mun, Hong Kong SAR, China (Hong Kong).

出版信息

JMIR Serious Games. 2024 Jul 31;12:e55785. doi: 10.2196/55785.


DOI:10.2196/55785
PMID:39083796
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11324188/
Abstract

BACKGROUND: Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily behavioral capacity, or depression in older adults with Alzheimer's disease (AD) and mild cognitive impairment (MCI). OBJECTIVE: This study aimed to assess the effect of SGs on older adults with AD and MCI by summarizing and pooling the results of previous studies. METHODS: This meta-analysis examined the effectiveness of digital SGs in improving cognitive ability, enhancing daily behavioral capacity, and alleviating depression in older adults with AD and MCI. We searched the following databases up to December 31, 2023, to identify relevant high-quality randomized controlled trials (RCTs): PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Stata 15.1 and Review Manager 5.3 were used to screen the 14 studies, extract data, code the data, and perform meta-analysis. Mean differences and standardized mean differences (SMDs) with 95% CIs were used to calculate continuous variables. The Cochrane risk-of-bias assessment tool was used to evaluate the risk of bias. Eligibility criteria were developed in accordance with the Population, Intervention, Comparison, Outcomes, and Study Design framework: (1) population (older adults with AD and MCI), (2) intervention (digital SG intervention), (3) comparison (digital SG intervention vs routine health care), (4) outcomes (cognitive ability, daily behavioral capacity, and depression), and (5) study or research design (RCT). Sensitivity analysis was performed, and a funnel plot was constructed. RESULTS: From January 2017 to December 2023, we enrolled 714 individuals across 14 RCTs, with 374 (52.4%) in the severe game group using digital SGs and 340 (47.6%) in the control group using traditional methods. The results of our meta-analysis indicated that using digital SGs in older adults with AD and MCI is more effective than traditional training methods in several key areas. Specifically, digital SG therapy significantly increased cognitive ability, as found in the Mini-Mental State Examination (SMD 2.11, 95% CI 1.42-2.80; P<.001) and the Montreal Cognitive Assessment (SMD 2.75, 95% CI 1.98-3.51; P<.001), significantly increased daily behavioral capacity (SMD 0.53, 95% CI 0.06-0.99; P=.03), and significantly reduced depression (SMD -2.08, 95% CI -2.94 to -1.22; P<.001) in older adults with AD and MCI. No publication bias was detected based on the results of Begg and Egger tests. CONCLUSIONS: Digital SGs offer a viable and effective nonpharmacological approach for older adults with AD and MCI, yielding better results compared to traditional formats. However, caution is warranted in interpreting these findings due to limited RCTs, small sample sizes, and low-quality meta-analyzed evidence. TRIAL REGISTRATION: PROSPERO International Prospective Register of Systematic Reviews: CRDCRD42023486090; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=486090.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/242e2749dfda/games_v12i1e55785_fig12.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/b7bffc5df2e2/games_v12i1e55785_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/4167e6a75488/games_v12i1e55785_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/619dc840fd14/games_v12i1e55785_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/8051fd7f9cf0/games_v12i1e55785_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/dbb5a3bf8028/games_v12i1e55785_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/7603ca91380c/games_v12i1e55785_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/16e560098a06/games_v12i1e55785_fig7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/ff1980518ae3/games_v12i1e55785_fig8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/e8ddda67b941/games_v12i1e55785_fig9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/2b6513bada0c/games_v12i1e55785_fig10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/fa7d36160d85/games_v12i1e55785_fig11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/242e2749dfda/games_v12i1e55785_fig12.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/b7bffc5df2e2/games_v12i1e55785_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/4167e6a75488/games_v12i1e55785_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/619dc840fd14/games_v12i1e55785_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/8051fd7f9cf0/games_v12i1e55785_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/dbb5a3bf8028/games_v12i1e55785_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/7603ca91380c/games_v12i1e55785_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/16e560098a06/games_v12i1e55785_fig7.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/ff1980518ae3/games_v12i1e55785_fig8.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/e8ddda67b941/games_v12i1e55785_fig9.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/2b6513bada0c/games_v12i1e55785_fig10.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/fa7d36160d85/games_v12i1e55785_fig11.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9c42/11324188/242e2749dfda/games_v12i1e55785_fig12.jpg

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引用本文的文献

[1]
[Effects of a personalised, adapted computerised cognitive stimulation programme versus stimulating leisure activities in younger and older adults with mild or subjective cognitive impairment. Protocol for a randomised controlled trial].

An Sist Sanit Navar. 2025-4-30

[2]
Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis.

J Med Internet Res. 2025-1-27

本文引用的文献

[1]
Development of an Innovative Telerehabilitation System to Improve Handgrip Strength.

Int J Telerehabil. 2022-12-13

[2]
Dementia death rates prediction.

BMC Psychiatry. 2023-9-22

[3]
Gamifying Cognitive Behavioral Therapy Techniques on Smartphones for Bangkok's Millennials With Depressive Symptoms: Interdisciplinary Game Development.

JMIR Serious Games. 2023-5-12

[4]
Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.

J Med Internet Res. 2023-4-12

[5]
Effects of Home Based Serious Game Training (Brain Talk™) in the Elderly With Mild Cognitive Impairment: Randomized, a Single-Blind, Controlled Trial.

Brain Neurorehabil. 2023-3-17

[6]
The worldwide costs of dementia in 2019.

Alzheimers Dement. 2023-7

[7]
Artificial Intelligence-Driven Serious Games in Health Care: Scoping Review.

JMIR Serious Games. 2022-11-29

[8]
European consensus for the diagnosis of MCI and mild dementia: Preparatory phase.

Alzheimers Dement. 2023-5

[9]
A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia.

Ageing Res Rev. 2022-12

[10]
Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.

J Med Internet Res. 2022-9-6

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