CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis.

IF 4.8 2区 医学 Q1 CLINICAL NEUROLOGY Journal of Neurology Pub Date : 2025-01-15 DOI:10.1007/s00415-024-12818-y
Silvan Pless, Tim Woelfle, Johannes Lorscheider, Andrea Wiencierz, Óscar Reyes, Carlos Luque, Pasquale Calabrese, Cristina Granziera, Ludwig Kappos
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Abstract

Aim: As part of the development of a smartphone-based app for monitoring MS disease activity and progression (dreaMS, NCT05009160), we developed six gamified tests with multiple difficulty levels as a monitoring tool for cognition. This study quantified the relative difficulty between levels and investigated their reliability, ability to depict practice effects, and user acceptance.

Methods: Healthy volunteers played each game, covering five cognitive domains, twice per day for 11 consecutive days. Linear mixed models determined the relative difficulty of the levels. Spearman's correlation of the two daily repetitions measured test-retest reliability. Difficulty increased daily except for days 2, 6, and 11, when the easiest level ("Beginner") was repeated to estimate practice effects. Participants rated enjoyment and other components of acceptance on a 5-point scale.

Results: We included 82 participants from April to July 2023 in Basel, Switzerland, of which 76 (51 female, age: 40.3 ± 13.9 years, range 18-69) completed the study according to protocol. Generally, mean performances decreased with higher difficulty levels. Across all levels of all games, the median test-retest correlation was 0.825 (range of medians 0.55-0.9). Mean performance in level "Beginner" improved across all games. The mean enjoyment rating was 3.9 (range: 3.1-4.3).

Conclusion: Our study showed that the CoGames yield reliable measures across different cognitive domains and difficulty levels and were enjoyable to play. The observed practice effects must be considered, but also indicate sensitivity to change. These results support the hypothesis that adaptive gamified digital tests can serve as a reliable and well-accepted monitoring tool of cognition in PwMS.

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CoGames:开发一种基于智能手机和游戏化的多发性硬化症认知功能监测工具。
目的:作为监测MS疾病活动和进展的智能手机应用程序开发的一部分(dreaMS, NCT05009160),我们开发了六个具有多个难度级别的游戏化测试作为认知监测工具。本研究量化了不同等级之间的相对难度,并调查了它们的可靠性、描述实践效果的能力和用户接受程度。方法:健康志愿者每天2次,连续11天玩5个认知领域的游戏。线性混合模型决定了关卡的相对难度。斯皮尔曼的每日重复的相关性测量了重测信度。难度每天都在增加,除了第2、6和11天,当最简单的水平(“初学者”)被重复以评估练习效果时。参与者将享受和接受的其他组成部分分为五分制。结果:我们于2023年4月至7月在瑞士巴塞尔纳入82例受试者,其中76例(女性51例,年龄40.3±13.9岁,年龄18-69岁)按照方案完成研究。一般来说,难度越高,平均表现越差。在所有游戏的所有关卡中,测试-重测试相关性的中位数为0.825(中位数范围为0.55-0.9)。“初学者”关卡的平均表现在所有游戏中都有所提高。平均享受评分为3.9(范围:3.1-4.3)。结论:我们的研究表明,CoGames提供了跨越不同认知领域和难度等级的可靠衡量标准,并且玩起来很有趣。必须考虑观察到的实践效果,但也表明对变化的敏感性。这些结果支持了自适应游戏化数字测试可以作为一种可靠且被广泛接受的认知监测工具的假设。
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来源期刊
Journal of Neurology
Journal of Neurology 医学-临床神经学
CiteScore
10.00
自引率
5.00%
发文量
558
审稿时长
1 months
期刊介绍: The Journal of Neurology is an international peer-reviewed journal which provides a source for publishing original communications and reviews on clinical neurology covering the whole field. In addition, Letters to the Editors serve as a forum for clinical cases and the exchange of ideas which highlight important new findings. A section on Neurological progress serves to summarise the major findings in certain fields of neurology. Commentaries on new developments in clinical neuroscience, which may be commissioned or submitted, are published as editorials. Every neurologist interested in the current diagnosis and treatment of neurological disorders needs access to the information contained in this valuable journal.
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