Effect of dance video game training on elderly's cognitive function

N. Azman, Kota Suzuki, Tatsuya Suzuki, Y. Ono, Yuki Edanaka, Fukuo Kunieda, Masahiro Nakata, Kazuko Watanabe
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引用次数: 9

Abstract

: We used dance video game (DVG) training as a mean of improving elderly’s cognitive function and investigated whether the elderly with MCI could overcome the once affected cognitive function via continuous DVG training. Nine elderly participated in 6-weeks of DVG training for almost 3 months on 2015 and 2016 with 6 months break. Their cognitive ability (MoCA-J scores) and the prefrontal activity during DVG play were evaluated throughout the intervention. The cognitive ability and the performance of the DVG showed improvement especially in the elderly with MCI. The prefrontal activity showed increase through initial training of DVG and decrease at the end of the intervention, suggesting the cognitive load required for DVG play. Our results suggest that DVG is a promising intervention for elderly people with MCI to maintain their cognitive ability, and that we can utilize the prefrontal activity during DVG play to determine an appropriate difficulty of the DVG training.
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舞蹈电子游戏训练对老年人认知功能的影响
:我们采用舞蹈视频游戏(DVG)训练作为改善老年人认知功能的手段,研究MCI老年人是否可以通过持续的DVG训练来克服曾经受到影响的认知功能。9名老年人分别在2015年和2016年参加了为期6周的DVG训练,为期近3个月,中间休息6个月。他们的认知能力(MoCA-J评分)和玩DVG时的前额叶活动在整个干预过程中被评估。认知能力和DVG功能明显改善,尤其是老年轻度认知损伤患者。通过DVG的初始训练,前额叶活动增加,在干预结束时减少,表明玩DVG所需的认知负荷。我们的研究结果表明,DVG是一种很有前景的干预措施,可以维持老年轻度认知损伤患者的认知能力,我们可以利用DVG发挥时的前额叶活动来确定DVG训练的适当难度。
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