轻度神经认知障碍老年人运动游戏指标的特定领域评估:两项随机对照试验的二次分析

Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials.

作者信息

Kaiser Wanda, de Bruin Eling D, Manser Patrick

机构信息

Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge (Stockholm), Sweden.

Department of Health, OST - Eastern Swiss University of Applied Sciences, St.Gallen, Switzerland.

出版信息

JMIR Serious Games. 2025 May 21;13:e65878. doi: 10.2196/65878.

Abstract

BACKGROUND

Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames enable individualized adjustments. However, there is a need to systematically investigate how well such game metrics capture true cognitive and motor-cognitive performance to provide a more robust basis for personalized training.

OBJECTIVE

The primary objective was to identify valid game metrics as indicators for in-game domain-specific cognitive performance during exergaming in individuals with mNCD. We also aimed to explore game metric performance changes over time during exergame-based training.

METHODS

Data were analyzed from individuals with mNCD who completed a 12-week home-based, exergame-based intervention following the Brain-IT training concept. A cross-sectional analysis was conducted by correlating game metrics with standardized neurocognitive reference assessments. To confirm the alternative hypothesis, we predetermined the following criteria: (1) statistically significant correlation (P≤.05; uncorrected; 1-sided) with (2) a correlation coefficient (Pearson r or Spearman ρ) of ≥0.4. Visual and curve-fitting longitudinal analyses were conducted to explore game performance changes over time.

RESULTS

Data were available from 31 participants (mean age 76.4, SD 7.5 y; n=9, 29% female). In total, 33% (6/18) of the game metrics were identified as valid indicators for in-game cognitive performance during exergaming. In the neurocognitive domain of learning and memory, these metrics included the mean reaction time (ρ=-0.747), the number of collected items (ρ=0.691), and the precision score (r=-0.607) for the game Shopping Tour (P<.001 in all cases), as well as the point rate (P=.008; r=0.471) for the game Simon. In addition, point rate was a valid indicator for executive function (P=.006; r=0.455) and visuospatial skills (P=.02; r=0.474) for the games Targets and Gears, respectively. The exploratory longitudinal analysis revealed high interindividual variability, with a general trend of the expected typical curvilinear curves of rapid initial improvements followed by a plateau in performance.

CONCLUSIONS

This study demonstrated that metrics reflecting the precision of responses generally performed better than metrics reflecting the speed of responses. These observations highlight the importance of selecting valid game metrics for implementation in exergame designs. Further research is needed to explore the potential of game metrics and identify factors contributing to individual variability in in-game performance and performance progression, as well as identifying and adopting strategies that facilitate individual learning success and thus promote effectiveness in improving health outcomes.

摘要

背景

基于运动游戏的训练可提高老年人的身体和认知能力,包括患有轻度神经认知障碍(mNCD)的老年人。运动游戏中用户交互产生的游戏指标可实现个性化调整。然而,有必要系统地研究这些游戏指标在多大程度上能够准确反映真实的认知和运动认知能力,以便为个性化训练提供更可靠的依据。

目的

主要目的是确定有效的游戏指标,作为mNCD个体在运动游戏过程中特定游戏领域认知能力的指标。我们还旨在探索基于运动游戏的训练过程中游戏指标性能随时间的变化。

方法

分析了mNCD个体的数据,这些个体按照Brain-IT训练概念完成了为期12周的居家运动游戏干预。通过将游戏指标与标准化神经认知参考评估进行关联,进行横断面分析。为了证实备择假设,我们预先设定了以下标准:(1)与(2)相关系数(Pearson r或Spearman ρ)≥0.4具有统计学显著相关性(P≤.05;未校正;单侧)。进行视觉和曲线拟合纵向分析,以探索游戏性能随时间的变化。

结果

共有31名参与者的数据可用(平均年龄76.4岁,标准差7.5岁;n = 9,29%为女性)。总共33%(6/18)的游戏指标被确定为运动游戏过程中游戏认知能力的有效指标。在学习和记忆的神经认知领域,这些指标包括游戏“购物之旅”的平均反应时间(ρ = -0.747)、收集物品的数量(ρ = 0.691)和精确得分(r = -0.607)(所有情况下P <.001),以及游戏“西蒙”的得分率(P =.008;r = 0.471)。此外,得分率分别是游戏“目标”和“齿轮”执行功能(P =.006;r = 0.455)和视觉空间技能(P =.02;r = 0.474)的有效指标。探索性纵向分析显示个体间差异较大,总体趋势是预期的典型曲线,即最初快速改善,随后性能趋于平稳。

结论

本研究表明,反映反应精度的指标通常比反映反应速度的指标表现更好。这些观察结果突出了选择有效游戏指标以应用于运动游戏设计的重要性。需要进一步研究来探索游戏指标的潜力,确定导致游戏性能个体差异和性能进展的因素,以及确定和采用促进个体学习成功从而提高健康结果改善效果的策略。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/351a/12138312/b81002990770/games_v13i1e65878_fig1.jpg

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