Mohammad Mahoor, Hojjat Abdollahi, Stephanie Melgar Donis, Lombe Chileshe, Daniel Pittman, Eshrat Emamian
{"title":"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","authors":"Mohammad Mahoor, Hojjat Abdollahi, Stephanie Melgar Donis, Lombe Chileshe, Daniel Pittman, Eshrat Emamian","doi":"10.1002/alz.076843","DOIUrl":null,"url":null,"abstract":"<div>\n \n \n <section>\n \n <h3> Background</h3>\n \n <p>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.</p>\n </section>\n \n <section>\n \n <h3> Method</h3>\n \n <p>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.</p>\n </section>\n \n <section>\n \n <h3> Result</h3>\n \n <p>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.</p>\n </section>\n \n <section>\n \n <h3> Conclusion</h3>\n \n <p>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.</p>\n </section>\n </div>","PeriodicalId":7471,"journal":{"name":"Alzheimer's & Dementia","volume":"19 S19","pages":""},"PeriodicalIF":13.0000,"publicationDate":"2023-12-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/alz.076843","citationCount":"0","resultStr":"{\"title\":\"Robot-Administered Serious Brain Games for Older Adults with Mild Cognitive Impairment or early-stage Alzheimer’s Disease: A Pilot Study\",\"authors\":\"Mohammad Mahoor, Hojjat Abdollahi, Stephanie Melgar Donis, Lombe Chileshe, Daniel Pittman, Eshrat Emamian\",\"doi\":\"10.1002/alz.076843\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n \\n <section>\\n \\n <h3> Background</h3>\\n \\n <p>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.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Method</h3>\\n \\n <p>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.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Result</h3>\\n \\n <p>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.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Conclusion</h3>\\n \\n <p>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. 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Robot-Administered Serious Brain Games for Older Adults with Mild Cognitive Impairment or early-stage Alzheimer’s Disease: A Pilot Study
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.
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.