Cheung Daphne Sze Ki, Tse Hau Yi Jodie, Wong Duo Wai-Chi, Chan Cheuk Yin, Wan Wing Lam, Chu Ka Ki, Lau Sze Wing, Lo Lok Lam, Wong Tsz Ying, So Yee Ki, Cheung James Chung-Wai, Ho Ken Hok Man
School of Nursing and Midwifery, Faculty of Health, Deakin University, Burwood, Melbourne, Victoria, Australia.
Centre for Quality and Patient Safety Research/Alfred Health Partnership, Institute for Health Transformation, Deakin University, Burwood, Melbourne, Victoria, Australia.
J Clin Nurs. 2025 May;34(5):1648-1664. doi: 10.1111/jocn.17625. Epub 2025 Jan 24.
Depressive symptoms are common among people with dementia (PWD). Exergaming consisting of combined cognitive and physical training in gaming is increasingly used to alleviate their depressive symptoms in research. With its potential synergistic neurobiological and psychosocial effects on reducing depressive symptoms among PWD, this review aimed to understand its effectiveness and contents.
This is a systematic review of the effectiveness of exergames on depressive symptoms among older adults with dementia. A search was conducted on 7 May 2024 of the online databases CINAHL, Embase, PsycINFO, PubMed and the China Academic Journal Network Publishing Database (CNKI). The methodological quality of randomised controlled trials (RCT) and quasi-experimental studies was assessed with RoB2 and ROBINS-I, respectively. A meta-analysis of the included RCTs was conducted.
Six studies consisting of four RCTs and two quasi-experimental studies involving 235 participants with various stages of dementia were included. The meta-analysis showed a significant overall improvement in depression with a large effect size (SMD = 1.46, 95% CI = -2.50, -0.43; p = 0.006). Despite high heterogeneity (I = 91%), all studies demonstrated a trend of improvement in depression after the intervention. The exergames adopted in the included trials had the following elements: simultaneous motor-cognitive training, a scoring mechanism and a social play. The dose of exergames ranged from 15 to 60 min per session for at least 8 weeks, with a minimum of two sessions weekly. However, the included studies had a moderate-to-serious risk of bias. The certainty of the evidence was very low.
Exergames could be effective at improving the depressive symptoms of older adults with dementia. Yet, a moderate-to-severe risk of bias shows a rigorous study should be conducted in the future.
This study provides evidence for healthcare professionals and informal caregivers to use exergames to address depressive symptoms in PWD.
The review was registered on PROSPERO with the reference CRD42022372762.
抑郁症状在痴呆症患者中很常见。在研究中,将认知训练与体育训练相结合的电子游戏越来越多地用于缓解他们的抑郁症状。鉴于其在减轻痴呆症患者抑郁症状方面可能具有协同的神经生物学和心理社会效应,本综述旨在了解其有效性和内容。
这是一项关于电子游戏对老年痴呆症患者抑郁症状有效性的系统综述。于2024年5月7日对在线数据库CINAHL、Embase、PsycINFO、PubMed和中国学术期刊网络出版总库(CNKI)进行了检索。分别使用RoB2和ROBINS - I评估随机对照试验(RCT)和准实验研究的方法学质量。对纳入的RCT进行了荟萃分析。
纳入了6项研究,包括4项RCT和2项准实验研究,涉及235名处于不同痴呆阶段的参与者。荟萃分析显示抑郁症状总体有显著改善,效应量较大(标准化均数差SMD = 1.46,95%置信区间CI = -2.50,-0.43;p = 0.006)。尽管异质性较高(I² = 91%),但所有研究均显示干预后抑郁症状有改善趋势。纳入试验中采用的电子游戏具有以下要素:同步运动 - 认知训练、评分机制和社交游戏。电子游戏的剂量为每次15至60分钟,至少持续8周,每周至少两次。然而,纳入的研究存在中度至严重的偏倚风险。证据的确定性非常低。
电子游戏可能对改善老年痴呆症患者的抑郁症状有效。然而,中度至重度的偏倚风险表明未来应进行更严谨的研究。
本研究为医疗保健专业人员和非正式护理人员使用电子游戏来解决痴呆症患者的抑郁症状提供了证据。
该综述已在PROSPERO上注册,注册号为CRD42022372762。