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Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults

BACKGROUND: Frequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer’s disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack(©) for recurrent semi-passive assessment of cognition...

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Autores principales: Schwab, Nadine, Wu, Chao-Yi, Galler, Jake, DeRamus, Thomas, Ford, Abaigeal, Gerber, Jessica, Kitchen, Robert, Rashid, Barnaly, Riley, Misha, Sather, Lauren, Wang, Xifeng, Young, Cathrine, Yang, Liuqing, Dodge, Hiroko H., Arnold, Steven E.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10602782/
https://www.ncbi.nlm.nih.gov/pubmed/37900599
http://dx.doi.org/10.3389/fneur.2023.1258216
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author Schwab, Nadine
Wu, Chao-Yi
Galler, Jake
DeRamus, Thomas
Ford, Abaigeal
Gerber, Jessica
Kitchen, Robert
Rashid, Barnaly
Riley, Misha
Sather, Lauren
Wang, Xifeng
Young, Cathrine
Yang, Liuqing
Dodge, Hiroko H.
Arnold, Steven E.
author_facet Schwab, Nadine
Wu, Chao-Yi
Galler, Jake
DeRamus, Thomas
Ford, Abaigeal
Gerber, Jessica
Kitchen, Robert
Rashid, Barnaly
Riley, Misha
Sather, Lauren
Wang, Xifeng
Young, Cathrine
Yang, Liuqing
Dodge, Hiroko H.
Arnold, Steven E.
author_sort Schwab, Nadine
collection PubMed
description BACKGROUND: Frequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer’s disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack(©) for recurrent semi-passive assessment of cognition across a longitudinal interval. METHODS: The MIND GamePack consists of four iPad-based games selected to be both familiar and enjoyable: Word Scramble, Block Drop, FreeCell, and Memory Match. Participants were asked to play 20 min/day for 5 days (100 min) for 4 months. Feasibility of use by older adults was assessed by measuring gameplay time and game performance. We also evaluated compliance through semi-structured surveys. A linear generalized estimating equation (GEE) model was used to analyze changes in gameplay time, and a regression tree model was employed to estimate the days it took for game performance to plateau. Subjective and environmental factors associated with gameplay time and performance were examined, including daily self-reported questions of memory and thinking ability, mood, sleep, energy, current location, and distractions prior to gameplay. RESULTS: Twenty-six cognitively-unimpaired older adults participated (mean age ± SD = 71.9 ± 8.6; 73% female). Gameplay time remained stable throughout the 4-months, with an average compliance rate of 91% ± 11% (1946 days of data across all participants) and weekly average playtime of 210 ± 132 min per participant. We observed an initial learning curve of improving game performance which on average, plateaued after 22–39 days, depending on the game. Higher levels of self-reported memory and thinking ability were associated with more gameplay time and sessions. CONCLUSION: MIND GamePack is a feasible and well-designed semi-passive cognitive assessment platform which may provide complementary data to traditional neuropsychological testing in research on aging and dementia.
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spelling pubmed-106027822023-10-28 Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults Schwab, Nadine Wu, Chao-Yi Galler, Jake DeRamus, Thomas Ford, Abaigeal Gerber, Jessica Kitchen, Robert Rashid, Barnaly Riley, Misha Sather, Lauren Wang, Xifeng Young, Cathrine Yang, Liuqing Dodge, Hiroko H. Arnold, Steven E. Front Neurol Neurology BACKGROUND: Frequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer’s disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack(©) for recurrent semi-passive assessment of cognition across a longitudinal interval. METHODS: The MIND GamePack consists of four iPad-based games selected to be both familiar and enjoyable: Word Scramble, Block Drop, FreeCell, and Memory Match. Participants were asked to play 20 min/day for 5 days (100 min) for 4 months. Feasibility of use by older adults was assessed by measuring gameplay time and game performance. We also evaluated compliance through semi-structured surveys. A linear generalized estimating equation (GEE) model was used to analyze changes in gameplay time, and a regression tree model was employed to estimate the days it took for game performance to plateau. Subjective and environmental factors associated with gameplay time and performance were examined, including daily self-reported questions of memory and thinking ability, mood, sleep, energy, current location, and distractions prior to gameplay. RESULTS: Twenty-six cognitively-unimpaired older adults participated (mean age ± SD = 71.9 ± 8.6; 73% female). Gameplay time remained stable throughout the 4-months, with an average compliance rate of 91% ± 11% (1946 days of data across all participants) and weekly average playtime of 210 ± 132 min per participant. We observed an initial learning curve of improving game performance which on average, plateaued after 22–39 days, depending on the game. Higher levels of self-reported memory and thinking ability were associated with more gameplay time and sessions. CONCLUSION: MIND GamePack is a feasible and well-designed semi-passive cognitive assessment platform which may provide complementary data to traditional neuropsychological testing in research on aging and dementia. Frontiers Media S.A. 2023-10-12 /pmc/articles/PMC10602782/ /pubmed/37900599 http://dx.doi.org/10.3389/fneur.2023.1258216 Text en Copyright © 2023 Schwab, Wu, Galler, DeRamus, Ford, Gerber, Kitchen, Rashid, Riley, Sather, Wang, Young, Yang, Dodge and Arnold. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neurology
Schwab, Nadine
Wu, Chao-Yi
Galler, Jake
DeRamus, Thomas
Ford, Abaigeal
Gerber, Jessica
Kitchen, Robert
Rashid, Barnaly
Riley, Misha
Sather, Lauren
Wang, Xifeng
Young, Cathrine
Yang, Liuqing
Dodge, Hiroko H.
Arnold, Steven E.
Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title_full Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title_fullStr Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title_full_unstemmed Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title_short Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
title_sort feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
topic Neurology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10602782/
https://www.ncbi.nlm.nih.gov/pubmed/37900599
http://dx.doi.org/10.3389/fneur.2023.1258216
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