Choi Yeseul, Lim Jae-Sung, Choi Hagyun, Ryu Yong Hoe, Seong Eunkyung, Park Inseok, Kang Dong Won, Lee Jae-Hong, Kang Dong-Wha
Nunaps Inc., Seoul, Korea.
Department of Neurology, Asan Medical Center, University of Ulsan College of Medicine, Seoul, Korea.
Sci Rep. 2025 Jan 2;15(1):195. doi: 10.1038/s41598-024-84086-9.
Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.8(4.75)). At baseline and post-intervention, the participants received neuropsychological tests and a depression scale. Frontal function was assessed using the Corsi block-tapping test, Color Word Stroop Test, Controlled Oral Word Association Test, Digit Symbol Coding, and Trail Making Test-Elderly's Version; depression was assessed using the Geriatric Depression Scale. User's compliance and gaming experience were also evaluated. MCI patients showed significant improvements in frontal function, particularly in Digit Symbol Coding (mean ± SD, 0.47 ± 0.49, p = 0.007) and phonemic fluency (mean ± SD, 0.39 ± 0.55, p = 0.024). Each frontal subtest's mean z-score was increased (mean ± SD, 0.44 ± 0.38, p = 0.008). Block span and depression scale remained unchanged. High adherence rates (122.35%) and favorable feedback on the gaming experience indicated that the game intervention's usability boosted patients' motivation and engagement. Our findings demonstrate that narrative game-based cognitive intervention was not only beneficial but also enjoyable for elderly MCI.
尽管认知训练已被提议作为一种可能治疗轻度认知障碍(MCI)的方法,但大多数严肃游戏都专注于特定任务。本研究旨在调查基于叙事视频游戏的认知干预对MCI的可行性和有效性。对17名MCI参与者(平均年龄(标准差)=72.8(4.75))进行了为期四周(±1周)的手机游戏干预。在基线和干预后,参与者接受了神经心理学测试和抑郁量表测试。使用Corsi方块敲击测试、颜色词斯特鲁普测试、受控口语单词联想测试、数字符号编码和老年人版连线测验评估额叶功能;使用老年抑郁量表评估抑郁情况。还评估了用户的依从性和游戏体验。MCI患者的额叶功能有显著改善,特别是在数字符号编码方面(平均值±标准差,0.47±0.49,p = 0.007)和语音流畅性方面(平均值±标准差,0.39±0.55,p = 0.024)。每个额叶子测试的平均z分数都有所提高(平均值±标准差,0.44±0.38,p = 0.008)。方块跨度和抑郁量表保持不变。高依从率(122.35%)和对游戏体验的良好反馈表明,游戏干预的可用性提高了患者的积极性和参与度。我们的研究结果表明,基于叙事游戏的认知干预不仅对老年MCI患者有益,而且让他们感到愉悦。