Robot-Administered Serious Brain Games for Older Adults with Mild Cognitive Impairment or early-stage Alzheimer’s Disease: A Pilot Study

IF 13 1区 医学 Q1 CLINICAL NEUROLOGY Alzheimer's & Dementia Pub Date : 2023-12-25 DOI:10.1002/alz.076843
Mohammad Mahoor, Hojjat Abdollahi, Stephanie Melgar Donis, Lombe Chileshe, Daniel Pittman, Eshrat Emamian
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Abstract

Background

Traditional methods for disease management have shown limited success treating AD/ADRD or mitigating its symptoms. Innovative technology such as Artificial Intelligence and Socially Robots, have begun to alleviate the growing need for novel solutions for AD/ADRD. While Socially Assistive Robots (SAR) are used to interact with patients with dementia or other mental disorders, to our knowledge, no such cooperative social robots have been studied to co-play serious brain games with older adults with MCI or early-stage AD/ADRD.

Method

The study involved 20 older adults (average age: 77.7; std: 6.43; 15 female) living in a care facility who were diagnosed with MCI or Early-Stage ADRD (SLUMS 10-25). They participated in 12 different games (e.g., Words, Picture Puzzle, Ryan Runs, Flow Control, Birds, Checkers, Solitaire, Birds Count, etc.) with a social companion robot named Ryan, every day for 8-10 weeks. These games aimed to improve memory, cognitive function, and physical activity. Each participant had a Ryan device in their apartment and were trained on how to use it. The study collected data on usage time, win/loss rate, difficulty level, average score, and average duration per game, as well as depression screening (PHQ-9) and SLUMS scores before, during, and after the study.

Result

Participants in the study spent 887 hours using Ryan. They spent 254 hours (28.7%) playing games on Ryan. On average they spent 12 minutes (std = 5 minutes) per day playing serious games with Ryan. Checkers, Flow Game, Picture Puzzle, Solitaire, and Word Puzzle, were the most popular games among all. On average, the SLUMS and PHQ-9 scores improved by 3.3 and 2.43 points, respectively.

Conclusion

Our study also shows that on average, participants performed better over time in playing the games. For example, the average Win Rate or Scores of the participants in playing the Flow Game, Word Puzzle, improved over the weeks by about 0.5% and 29 scores, every week, respectively. That means participants were more engaged in playing those games and were able to focus and increase their score or win rate over time.

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针对患有轻度认知障碍或早期阿尔茨海默氏症的老年人的机器人操控的严肃脑力游戏:试点研究
背景 传统的疾病管理方法在治疗注意力缺失症/注意力缺失性痴呆症或减轻其症状方面效果有限。人工智能和社交机器人等创新技术已开始缓解人们对新的老年痴呆症/注意力缺失症解决方案日益增长的需求。虽然社交辅助机器人(SAR)被用于与痴呆症或其他精神障碍患者互动,但据我们所知,还没有研究过这种合作型社交机器人与患有 MCI 或早期注意力缺失/注意力缺失性障碍的老年人共同玩严肃的脑力游戏。 研究方法 这项研究涉及 20 名居住在护理机构、被诊断患有 MCI 或早期 ADRD(SLUMS 10-25)的老年人(平均年龄:77.7 岁;标准差:6.43;15 名女性)。他们在 8-10 周的时间里,每天与名为 Ryan 的社交陪伴机器人一起参与 12 种不同的游戏(如单词、图片拼图、Ryan Runs、流量控制、小鸟、跳棋、接龙、数鸟等)。这些游戏旨在提高记忆力、认知功能和身体活动能力。每位参与者的公寓里都有一个瑞安装置,并接受了如何使用它的培训。研究收集了使用时间、输赢率、难度、平均得分、每次游戏的平均持续时间等数据,以及研究前、研究中和研究后的抑郁筛查(PHQ-9)和 SLUMS 分数。 结果 研究参与者使用瑞恩的时间为 887 小时。他们在瑞源公司上玩游戏的时间为 254 小时(28.7%)。他们平均每天花费 12 分钟(std = 5 分钟)在 Ryan 上玩严肃游戏。跳棋、流畅游戏、图片拼图、接龙和文字拼图是最受欢迎的游戏。平均而言,SLUMS 和 PHQ-9 分数分别提高了 3.3 分和 2.43 分。 结论 我们的研究还显示,平均而言,参与者在游戏中的表现随着时间的推移会越来越好。例如,参与者在玩流程游戏 "文字拼图 "时的平均胜率或得分在几周内分别提高了约 0.5%和 29 分。这说明参与者在玩这些游戏时更加投入,能够集中注意力,并随着时间的推移提高分数或胜率。
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来源期刊
Alzheimer's & Dementia
Alzheimer's & Dementia 医学-临床神经学
CiteScore
14.50
自引率
5.00%
发文量
299
审稿时长
3 months
期刊介绍: Alzheimer's & Dementia is a peer-reviewed journal that aims to bridge knowledge gaps in dementia research by covering the entire spectrum, from basic science to clinical trials to social and behavioral investigations. It provides a platform for rapid communication of new findings and ideas, optimal translation of research into practical applications, increasing knowledge across diverse disciplines for early detection, diagnosis, and intervention, and identifying promising new research directions. In July 2008, Alzheimer's & Dementia was accepted for indexing by MEDLINE, recognizing its scientific merit and contribution to Alzheimer's research.
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