Eckert Martin, Ostermann Thomas, Ehlers Jan P, Hohenberg Gregor
Stabsstelle für Digitalisierung und Wissensmanagement, Hochschule Hamm-Lippstadt, 59063 Hamm, Germany.
Fakultät für Gesundheit, Universität Witten-Herdecke, 58455 Witten, Germany.
Healthcare (Basel). 2024 Nov 19;12(22):2310. doi: 10.3390/healthcare12222310.
BACKGROUND/OBJECTIVES: This systematic and bibliographic review examines publications in the field of dementia and video game research from 2004 to 2023. The main objective is to assess developments and trends in video game technology for dementia care and detection.
The PubMed database was the primary source for publications. PRISMA guidelines were applied to structure this review. Ten variables were defined, investigated, and split into three main categories: bibliographic, medical, and technical.
The results were synthesized using a quantitative approach to reduce bias through interpretation. Of 209 initial results, 77 publications have been included in the investigation. More studies focus on rehabilitation over assessment and detection of dementia. Clinical trials are typically conducted with limited participants. The most populated trials rarely enrol over 300 subjects. On average, around 38 subjects were enrolled in the trials. These studies are commonly supervised by a trainer or technology specialist, suggesting a technology gap in familiarity in the trial demographic.
Most interventions assessed were custom-designed applications with a specific outcome, focusing on physical activity and cognitive exercises. As the first of its kind, this publication focuses on the technical aspects of applied technologies and development methods. Using video games to treat and detect patients with cognitive impairments like dementia can benefit healthcare professionals, caretakers, and patients.
背景/目的:本系统文献综述考察了2004年至2023年痴呆症与电子游戏研究领域的出版物。主要目的是评估用于痴呆症护理与检测的电子游戏技术的发展与趋势。
PubMed数据库是出版物的主要来源。采用PRISMA指南构建本综述。定义、调查了10个变量,并将其分为三大类:文献类、医学类和技术类。
采用定量方法对结果进行综合分析,以通过解读减少偏差。在209个初始结果中,77篇出版物被纳入调查。更多研究聚焦于痴呆症的康复而非评估与检测。临床试验通常纳入的参与者有限。参与人数最多的试验很少招募超过300名受试者。平均而言,试验中约有38名受试者。这些研究通常由培训师或技术专家监督,这表明在试验人群中对技术的熟悉程度存在差距。
评估的大多数干预措施都是具有特定结果的定制应用程序,侧重于身体活动和认知练习。作为该领域的首篇此类出版物,本文聚焦于应用技术的技术方面和开发方法。使用电子游戏治疗和检测痴呆症等认知障碍患者可使医疗保健专业人员、护理人员和患者受益。