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Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study
BACKGROUND: Cognitive impairment occurs in up to 70% of people with MS (pwMS) and has a large impact on quality of life and working capacity. As part of the development of a smartphone-app (dreaMS) for monitoring MS disease activity and progression, we assessed the feasibility and acceptance of usin...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Springer Berlin Heidelberg
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10267276/ https://www.ncbi.nlm.nih.gov/pubmed/36952010 http://dx.doi.org/10.1007/s00415-023-11671-9 |
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author | Pless, Silvan Woelfle, Tim Naegelin, Yvonne Lorscheider, Johannes Wiencierz, Andrea Reyes, Óscar Calabrese, Pasquale Kappos, Ludwig |
author_facet | Pless, Silvan Woelfle, Tim Naegelin, Yvonne Lorscheider, Johannes Wiencierz, Andrea Reyes, Óscar Calabrese, Pasquale Kappos, Ludwig |
author_sort | Pless, Silvan |
collection | PubMed |
description | BACKGROUND: Cognitive impairment occurs in up to 70% of people with MS (pwMS) and has a large impact on quality of life and working capacity. As part of the development of a smartphone-app (dreaMS) for monitoring MS disease activity and progression, we assessed the feasibility and acceptance of using cognitive games as assessment tools for cognitive domains. METHODS: We integrated ten cognitive games in the dreaMS app. Participants were asked to play these games twice a week for 5 weeks. All subjects underwent a battery of established neuropsychological tests. User feedback on acceptance was obtained via a five-point Likert-scale questionnaire. We correlated game performance measures with predetermined reference tests (Spearman’s rho) and analyzed differences between pwMS and Healthy Controls (rank biserial correlation). RESULTS: We included 31 pwMS (mean age 43.4 ± 12.0 years; 68% females; median Expanded Disability Status Scale score 3.0, range 1.0–6.0) and 31 age- and sex-matched HC. All but one game showed moderate–strong correlations with their reference tests, (|r(s)|= 0.34–0.77). Performance improved in both groups over the 5 weeks. Average ratings for overall impression and meaningfulness were 4.6 (range 4.2–4.9) and 4.7 (range 4.5–4.8), respectively. CONCLUSION: Moderate–strong correlations with reference tests suggest that adaptive cognitive games may be used as measures of cognitive domains. The practice effects observed suggest that game-derived measures may capture change over time. All games were perceived as enjoyable and meaningful, features crucial for long-term adherence. Our results encourage further validation of adaptive cognitive games as monitoring tools for cognition in larger studies of longer duration. STUDY REGISTER: ClinicalTrials.gov: NCT04413032. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00415-023-11671-9. |
format | Online Article Text |
id | pubmed-10267276 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | Springer Berlin Heidelberg |
record_format | MEDLINE/PubMed |
spelling | pubmed-102672762023-06-15 Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study Pless, Silvan Woelfle, Tim Naegelin, Yvonne Lorscheider, Johannes Wiencierz, Andrea Reyes, Óscar Calabrese, Pasquale Kappos, Ludwig J Neurol Original Communication BACKGROUND: Cognitive impairment occurs in up to 70% of people with MS (pwMS) and has a large impact on quality of life and working capacity. As part of the development of a smartphone-app (dreaMS) for monitoring MS disease activity and progression, we assessed the feasibility and acceptance of using cognitive games as assessment tools for cognitive domains. METHODS: We integrated ten cognitive games in the dreaMS app. Participants were asked to play these games twice a week for 5 weeks. All subjects underwent a battery of established neuropsychological tests. User feedback on acceptance was obtained via a five-point Likert-scale questionnaire. We correlated game performance measures with predetermined reference tests (Spearman’s rho) and analyzed differences between pwMS and Healthy Controls (rank biserial correlation). RESULTS: We included 31 pwMS (mean age 43.4 ± 12.0 years; 68% females; median Expanded Disability Status Scale score 3.0, range 1.0–6.0) and 31 age- and sex-matched HC. All but one game showed moderate–strong correlations with their reference tests, (|r(s)|= 0.34–0.77). Performance improved in both groups over the 5 weeks. Average ratings for overall impression and meaningfulness were 4.6 (range 4.2–4.9) and 4.7 (range 4.5–4.8), respectively. CONCLUSION: Moderate–strong correlations with reference tests suggest that adaptive cognitive games may be used as measures of cognitive domains. The practice effects observed suggest that game-derived measures may capture change over time. All games were perceived as enjoyable and meaningful, features crucial for long-term adherence. Our results encourage further validation of adaptive cognitive games as monitoring tools for cognition in larger studies of longer duration. STUDY REGISTER: ClinicalTrials.gov: NCT04413032. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1007/s00415-023-11671-9. Springer Berlin Heidelberg 2023-03-23 2023 /pmc/articles/PMC10267276/ /pubmed/36952010 http://dx.doi.org/10.1007/s00415-023-11671-9 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . |
spellingShingle | Original Communication Pless, Silvan Woelfle, Tim Naegelin, Yvonne Lorscheider, Johannes Wiencierz, Andrea Reyes, Óscar Calabrese, Pasquale Kappos, Ludwig Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title | Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title_full | Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title_fullStr | Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title_full_unstemmed | Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title_short | Assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
title_sort | assessment of cognitive performance in multiple sclerosis using smartphone-based training games: a feasibility study |
topic | Original Communication |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10267276/ https://www.ncbi.nlm.nih.gov/pubmed/36952010 http://dx.doi.org/10.1007/s00415-023-11671-9 |
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