增强现实记忆训练游戏对中国老年人的有效性调查:随机对照试验

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-02-01 Epub Date: 2024-01-09 DOI:10.1089/g4h.2022.0183
Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han
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引用次数: 0

摘要

目的评估基于n-back训练范式的增强现实(AR)游戏作为中国健康老年人工作记忆(WM)训练工具的有效性。材料与方法:本研究纳入了 18 名自我评估为健康的老年人。研究人员被随机分为干预组(57 人)和对照组(61 人)。干预组由 30 分钟的 AR 游戏训练和 30 分钟的健康科学课程组成,每周进行三次,为期 4 周;对照组每周观看三次 60 分钟的健康科学课程,为期 4 周。在实验前后,对所有参与者进行了数字跨度、Corsi 方块敲击任务(CBT)和 Stroop 颜色和单词测试(SCWT),并记录了干预组在干预前后的游戏正确率。结果显示两组的 CBT 指标 CBT 前向跨度(z = -2.835,P = 0.005)和 CBT 后向跨度(z = 3.285,P = 0.001)以及 SCWT 指标 Stroop 词语测试(SW)(z = -1.894,P = 0.048)差异均有统计学意义。干预组在两个中等水平的游戏准确性方面均有明显改善(z = -3.535,P z = -3.953,P H = 6.218,P H = 8.002,P 结论:干预组在游戏准确性方面均有明显改善:基于 "n-back "训练范式的AR游戏可以改善中国老年人的记忆力,具有广泛推广和应用的潜力。
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Investigation on the Effectiveness of Augmented Reality Memory Training Game for Chinese Older Adults: A Randomized Controlled Trial.

Objective: To evaluate the effectiveness of augmented reality (AR) game based on n-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (n = 57) and a control group (n = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks. Tests, Digit Span, Corsi Block-Tapping Task (CBT), and Stroop Color and Word Test (SCWT), were conducted for all participants before and after the experiment, and the game accuracy rate of the intervention group before and after intervention was recorded. Results: There was a statistically significant difference in terms of both CBT indicators, CBT forward span (z = -2.835, P = 0.005) and CBT backward span (z = 3.285, P = 0.001), and the SCWT indicator of Stroop Words Test (SW) (z = -1.894, P = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (z = -3.535, P < 0.05) and of high level (z = -3.953, P < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (H = 6.218, P < 0.05) and high level (H = 8.002, P < 0.05) among older people with different levels of education. Conclusion: AR game based on n-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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