Suppr超能文献

基于叙事移动视频游戏的认知训练以增强轻度认知障碍患者的额叶功能。

Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment.

作者信息

Choi Yeseul, Lim Jae-Sung, Choi Hagyun, Ryu Yong Hoe, Seong Eunkyung, Park Inseok, Kang Dong Won, Lee Jae-Hong, Kang Dong-Wha

机构信息

Nunaps Inc., Seoul, Korea.

Department of Neurology, Asan Medical Center, University of Ulsan College of Medicine, Seoul, Korea.

出版信息

Sci Rep. 2025 Jan 2;15(1):195. doi: 10.1038/s41598-024-84086-9.

Abstract

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.

摘要

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。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/8d5c/11696466/2962c6704da7/41598_2024_84086_Fig1_HTML.jpg

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