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Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial

BACKGROUND: Promoting cognitive health is key to maintaining cognitive and everyday functions and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is through engag...

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Autores principales: Urwyler, Prabitha, Gupta, Rajnish Kumar, Falkner, Michael, Niklaus, Joel, Müri, René Martin, Nef, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications Inc 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10632698/
https://www.ncbi.nlm.nih.gov/pubmed/37916859
http://dx.doi.org/10.2196/46177
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author Urwyler, Prabitha
Gupta, Rajnish Kumar
Falkner, Michael
Niklaus, Joel
Müri, René Martin
Nef, Tobias
author_facet Urwyler, Prabitha
Gupta, Rajnish Kumar
Falkner, Michael
Niklaus, Joel
Müri, René Martin
Nef, Tobias
author_sort Urwyler, Prabitha
collection PubMed
description BACKGROUND: Promoting cognitive health is key to maintaining cognitive and everyday functions and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is through engagement in cognitive activities (eg, board and video games). OBJECTIVE: This study aims to investigate the benefits of dynamic adaptive casual puzzle games on cognitive function and well-being in healthy adults and older people. METHODS: A total of 12 adults and older people (female participants: n=6; mean age 58.92, SD 10.28 years; range 46-75 years) were included in this pilot randomized controlled trial. This study used a crossover design with two phases (8 weeks each) and three measurement waves (pretest, midtest, and posttest). The participants were randomly allocated either to the control or experimental group. In the control group, participants read newspapers between the pre- and midtest, then switched to cognitive training with puzzle games. In the experimental group, the interventions were reversed. Baseline measurements (pretest) were collected before the intervention. The interventions were delivered on tablet computers and took place unsupervised at participants’ homes. RESULTS: The outcome measures included global cognitive function, higher cognitive function, and emotional well-being at 3 time points (pretest, midtest, and posttest) using standardized neuropsychological tests. The participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention. CONCLUSIONS: The study showed that digital games are a feasible way to train cognition in healthy adults and older people. The algorithm-based dynamic adaption allows accommodations for persons with different cognitive levels of skill. The results of the study will guide future prevention efforts and trials in high-risk populations. TRIAL REGISTRATION: ClinicalTrials.gov NCT03139799; https://clinicaltrials.gov/study/NCT03139799
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spelling pubmed-106326982023-11-10 Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial Urwyler, Prabitha Gupta, Rajnish Kumar Falkner, Michael Niklaus, Joel Müri, René Martin Nef, Tobias JMIR Aging Original Paper BACKGROUND: Promoting cognitive health is key to maintaining cognitive and everyday functions and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is through engagement in cognitive activities (eg, board and video games). OBJECTIVE: This study aims to investigate the benefits of dynamic adaptive casual puzzle games on cognitive function and well-being in healthy adults and older people. METHODS: A total of 12 adults and older people (female participants: n=6; mean age 58.92, SD 10.28 years; range 46-75 years) were included in this pilot randomized controlled trial. This study used a crossover design with two phases (8 weeks each) and three measurement waves (pretest, midtest, and posttest). The participants were randomly allocated either to the control or experimental group. In the control group, participants read newspapers between the pre- and midtest, then switched to cognitive training with puzzle games. In the experimental group, the interventions were reversed. Baseline measurements (pretest) were collected before the intervention. The interventions were delivered on tablet computers and took place unsupervised at participants’ homes. RESULTS: The outcome measures included global cognitive function, higher cognitive function, and emotional well-being at 3 time points (pretest, midtest, and posttest) using standardized neuropsychological tests. The participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention. CONCLUSIONS: The study showed that digital games are a feasible way to train cognition in healthy adults and older people. The algorithm-based dynamic adaption allows accommodations for persons with different cognitive levels of skill. The results of the study will guide future prevention efforts and trials in high-risk populations. TRIAL REGISTRATION: ClinicalTrials.gov NCT03139799; https://clinicaltrials.gov/study/NCT03139799 JMIR Publications Inc 2023-11-01 /pmc/articles/PMC10632698/ /pubmed/37916859 http://dx.doi.org/10.2196/46177 Text en © Prabitha Urwyler, Rajnish Kumar Gupta, Michael Falkner, Joel Niklaus, René Martin Müri, Tobias Nef. Originally published in JMIR Aging (https://aging.jmir.org), 1.11.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Aging, is properly cited. The complete bibliographic information, a link to the original publication on https://aging.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Urwyler, Prabitha
Gupta, Rajnish Kumar
Falkner, Michael
Niklaus, Joel
Müri, René Martin
Nef, Tobias
Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title_full Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title_fullStr Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title_full_unstemmed Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title_short Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial
title_sort tablet-based puzzle game intervention for cognitive function and well-being in healthy adults: pilot feasibility randomized controlled trial
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10632698/
https://www.ncbi.nlm.nih.gov/pubmed/37916859
http://dx.doi.org/10.2196/46177
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