Effects of Electronic Serious Games on Older Adults With Alzheimer's Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-07-31 DOI:10.2196/55785
Xinyi Zuo, Yong Tang, Yifang Chen, Zhimiao Zhou
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Abstract

Background: Serious games (SGs) are nonpharmacological interventions that are widely applied among older adults. To date, no evidence has been published regarding the effect of digital SGs on cognitive ability, daily behavioral capacity, or depression in older adults with Alzheimer's disease (AD) and mild cognitive impairment (MCI).

Objective: This study aimed to assess the effect of SGs on older adults with AD and MCI by summarizing and pooling the results of previous studies.

Methods: This meta-analysis examined the effectiveness of digital SGs in improving cognitive ability, enhancing daily behavioral capacity, and alleviating depression in older adults with AD and MCI. We searched the following databases up to December 31, 2023, to identify relevant high-quality randomized controlled trials (RCTs): PubMed, Embase, Web of Science, Scopus, and Cochrane Library. Stata 15.1 and Review Manager 5.3 were used to screen the 14 studies, extract data, code the data, and perform meta-analysis. Mean differences and standardized mean differences (SMDs) with 95% CIs were used to calculate continuous variables. The Cochrane risk-of-bias assessment tool was used to evaluate the risk of bias. Eligibility criteria were developed in accordance with the Population, Intervention, Comparison, Outcomes, and Study Design framework: (1) population (older adults with AD and MCI), (2) intervention (digital SG intervention), (3) comparison (digital SG intervention vs routine health care), (4) outcomes (cognitive ability, daily behavioral capacity, and depression), and (5) study or research design (RCT). Sensitivity analysis was performed, and a funnel plot was constructed.

Results: From January 2017 to December 2023, we enrolled 714 individuals across 14 RCTs, with 374 (52.4%) in the severe game group using digital SGs and 340 (47.6%) in the control group using traditional methods. The results of our meta-analysis indicated that using digital SGs in older adults with AD and MCI is more effective than traditional training methods in several key areas. Specifically, digital SG therapy significantly increased cognitive ability, as found in the Mini-Mental State Examination (SMD 2.11, 95% CI 1.42-2.80; P<.001) and the Montreal Cognitive Assessment (SMD 2.75, 95% CI 1.98-3.51; P<.001), significantly increased daily behavioral capacity (SMD 0.53, 95% CI 0.06-0.99; P=.03), and significantly reduced depression (SMD -2.08, 95% CI -2.94 to -1.22; P<.001) in older adults with AD and MCI. No publication bias was detected based on the results of Begg and Egger tests.

Conclusions: Digital SGs offer a viable and effective nonpharmacological approach for older adults with AD and MCI, yielding better results compared to traditional formats. However, caution is warranted in interpreting these findings due to limited RCTs, small sample sizes, and low-quality meta-analyzed evidence.

Trial registration: PROSPERO International Prospective Register of Systematic Reviews: CRDCRD42023486090; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=486090.

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电子严肃游戏对老年痴呆症和轻度认知障碍老年人的影响:随机对照试验的系统回顾与元分析》。
背景:严肃游戏(SGs)是广泛应用于老年人的非药物干预措施。迄今为止,尚未有证据表明数字 SG 对患有阿尔茨海默病(AD)和轻度认知障碍(MCI)的老年人的认知能力、日常行为能力或抑郁症有影响:本研究旨在通过总结和汇集以往的研究结果,评估电子信息传感技术对患有老年痴呆症(AD)和轻度认知障碍(MCI)的老年人的影响:本荟萃分析研究了数字 SG 在改善 AD 和 MCI 老年人认知能力、提高日常行为能力以及缓解抑郁方面的效果。截至 2023 年 12 月 31 日,我们检索了以下数据库,以确定相关的高质量随机对照试验 (RCT):PubMed、Embase、Web of Science、Scopus 和 Cochrane Library。研究人员使用 Stata 15.1 和 Review Manager 5.3 筛选了 14 项研究,提取了数据,对数据进行了编码,并进行了荟萃分析。平均差和标准化平均差 (SMD) 与 95% CIs 用于计算连续变量。Cochrane 偏倚风险评估工具用于评估偏倚风险。根据 "人群、干预、比较、结果和研究设计 "框架制定了资格标准:(1)人群(患有 AD 和 MCI 的老年人);(2)干预(数字 SG 干预);(3)比较(数字 SG 干预与常规医疗保健);(4)结果(认知能力、日常行为能力和抑郁);(5)研究或研究设计(RCT)。进行了敏感性分析,并绘制了漏斗图:从 2017 年 1 月到 2023 年 12 月,我们在 14 项 RCT 中招募了 714 人,其中严重游戏组中有 374 人(52.4%)使用数字 SG,对照组中有 340 人(47.6%)使用传统方法。我们的荟萃分析结果表明,在几个关键领域,对患有注意力缺失症和注意力缺失症的老年人使用数字 SG 比传统训练方法更有效。具体来说,数字 SG 治疗显著提高了认知能力,如在迷你精神状态检查(SMD 2.11,95% CI 1.42-2.80;PC 结论:数字 SG 为患有注意力缺失症(AD)和注意力缺失症(MCI)的老年人提供了一种可行且有效的非药物疗法,与传统疗法相比效果更好。然而,由于RCT有限、样本量小、荟萃分析证据质量低,在解释这些发现时需要谨慎:试验注册:PROSPERO 国际系统综述前瞻性注册:CRCDR42023486090; https://www.crd.york.ac.uk/PROSPERO/display_record.php?RecordID=486090.
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Effectiveness of Technological Interventions for Older Adults With Parkinson Disease: Systematic Review. Gamification in Mobile Apps for Children With Disabilities: Scoping Review. An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial. Perceived Barriers and Facilitators Regarding the Implementation of Gamification to Promote Physical Activity in the Neighborhood: Interview Study Among Intermediaries. A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.
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