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A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study

INTRODUCTION: Self-administered in-home digital therapeutics could expand access to cognitive rehabilitation for individuals with multiple sclerosis (MS), over half of whom experience cognitive impairment (CI). However, feasibility in an MS population must be clarified. This study was conducted to a...

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Autores principales: Bove, Riley M., Rush, Gillian, Zhao, Chao, Rowles, William, Garcha, Priya, Morrissey, John, Schembri, Adrian, Alailima, Titi, Langdon, Dawn, Possin, Katherine, Gazzaley, Adam, Feinstein, Anthony, Anguera, Joaquin
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Springer Healthcare 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6534643/
https://www.ncbi.nlm.nih.gov/pubmed/30506301
http://dx.doi.org/10.1007/s40120-018-0121-0
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author Bove, Riley M.
Rush, Gillian
Zhao, Chao
Rowles, William
Garcha, Priya
Morrissey, John
Schembri, Adrian
Alailima, Titi
Langdon, Dawn
Possin, Katherine
Gazzaley, Adam
Feinstein, Anthony
Anguera, Joaquin
author_facet Bove, Riley M.
Rush, Gillian
Zhao, Chao
Rowles, William
Garcha, Priya
Morrissey, John
Schembri, Adrian
Alailima, Titi
Langdon, Dawn
Possin, Katherine
Gazzaley, Adam
Feinstein, Anthony
Anguera, Joaquin
author_sort Bove, Riley M.
collection PubMed
description INTRODUCTION: Self-administered in-home digital therapeutics could expand access to cognitive rehabilitation for individuals with multiple sclerosis (MS), over half of whom experience cognitive impairment (CI). However, feasibility in an MS population must be clarified. This study was conducted to assess the feasibility of deploying a videogame-like digital treatment for CI in MS, including initial efficacy and barriers to adherence. METHODS: In this pilot study, 21 participants with MS completed an in-clinic baseline neurological evaluation. Cognitive tests included paper-and-pencil Brief International Cognitive Assessment for Multiple Sclerosis [BICAMS—which included the Symbol Digit Modalities Test (SDMT)] and other unsupervised tablet-based tests (including Match: an unsupervised test of executive functions and processing speed, developed at UCSF; and the Cogstate MS Battery). Participants then completed an in-home, tablet-based, videogame-like investigational digital treatment (Project: EVO™) for 25 min daily, 5 days weekly, for 4 weeks. This was followed by a repeat in-clinic evaluation. RESULTS: Of the 21 participants (mean [standard deviation, SD] age 53.8 [11.6] years, median Expanded Disability Status Scale (EDSS) 2.5 [SD 2.0, IQR [2–3.5]]) enrolled to use the digital therapeutic at home (mean [SD] SDMT z score: − 0.21 [1.16]), 18 completed the study, during which they completed an average of 19.7 days (median [SD]: 20.5 [8.4]). Overall, 78% of these 18 participants completed 75% of prescribed days (i.e., at least 15), and 50% completed all 20 days or more. Over the 4-week period, scores of processing speed improved significantly (based on one-sided t test), including SDMT (p = 0.003) and Match (p = 0.006). The Cogstate DET test (psychomotor function) also increased (p = 0.006). Mean increase in SDMT was 3.6 points. Male sex, not being employed, and higher baseline anxiety all were significantly associated with greater improvement in SDMT over the 4-week period. Interestingly, lower baseline cognitive scores were associated with greater number of sessions completed (e.g., SDMT: p = 0.003, R(2) = 0.44). Adjusting for employment, a proxy for time available, did not significantly improve the model fit. DISCUSSION: Deploying an in-home digital tool to improve processing speed in MS is feasible, and shows preliminary efficacy. A larger, randomized controlled clinical trial is ongoing. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s40120-018-0121-0) contains supplementary material, which is available to authorized users.
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spelling pubmed-65346432019-06-07 A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study Bove, Riley M. Rush, Gillian Zhao, Chao Rowles, William Garcha, Priya Morrissey, John Schembri, Adrian Alailima, Titi Langdon, Dawn Possin, Katherine Gazzaley, Adam Feinstein, Anthony Anguera, Joaquin Neurol Ther Original Research INTRODUCTION: Self-administered in-home digital therapeutics could expand access to cognitive rehabilitation for individuals with multiple sclerosis (MS), over half of whom experience cognitive impairment (CI). However, feasibility in an MS population must be clarified. This study was conducted to assess the feasibility of deploying a videogame-like digital treatment for CI in MS, including initial efficacy and barriers to adherence. METHODS: In this pilot study, 21 participants with MS completed an in-clinic baseline neurological evaluation. Cognitive tests included paper-and-pencil Brief International Cognitive Assessment for Multiple Sclerosis [BICAMS—which included the Symbol Digit Modalities Test (SDMT)] and other unsupervised tablet-based tests (including Match: an unsupervised test of executive functions and processing speed, developed at UCSF; and the Cogstate MS Battery). Participants then completed an in-home, tablet-based, videogame-like investigational digital treatment (Project: EVO™) for 25 min daily, 5 days weekly, for 4 weeks. This was followed by a repeat in-clinic evaluation. RESULTS: Of the 21 participants (mean [standard deviation, SD] age 53.8 [11.6] years, median Expanded Disability Status Scale (EDSS) 2.5 [SD 2.0, IQR [2–3.5]]) enrolled to use the digital therapeutic at home (mean [SD] SDMT z score: − 0.21 [1.16]), 18 completed the study, during which they completed an average of 19.7 days (median [SD]: 20.5 [8.4]). Overall, 78% of these 18 participants completed 75% of prescribed days (i.e., at least 15), and 50% completed all 20 days or more. Over the 4-week period, scores of processing speed improved significantly (based on one-sided t test), including SDMT (p = 0.003) and Match (p = 0.006). The Cogstate DET test (psychomotor function) also increased (p = 0.006). Mean increase in SDMT was 3.6 points. Male sex, not being employed, and higher baseline anxiety all were significantly associated with greater improvement in SDMT over the 4-week period. Interestingly, lower baseline cognitive scores were associated with greater number of sessions completed (e.g., SDMT: p = 0.003, R(2) = 0.44). Adjusting for employment, a proxy for time available, did not significantly improve the model fit. DISCUSSION: Deploying an in-home digital tool to improve processing speed in MS is feasible, and shows preliminary efficacy. A larger, randomized controlled clinical trial is ongoing. ELECTRONIC SUPPLEMENTARY MATERIAL: The online version of this article (10.1007/s40120-018-0121-0) contains supplementary material, which is available to authorized users. Springer Healthcare 2018-11-30 /pmc/articles/PMC6534643/ /pubmed/30506301 http://dx.doi.org/10.1007/s40120-018-0121-0 Text en © The Author(s) 2018 https://creativecommons.org/licenses/by-nc/4.0/This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/ (https://creativecommons.org/licenses/by-nc/4.0/) ), which permits any noncommercial use, distribution, and reproduction in any medium, provided you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license, and indicate if changes were made.
spellingShingle Original Research
Bove, Riley M.
Rush, Gillian
Zhao, Chao
Rowles, William
Garcha, Priya
Morrissey, John
Schembri, Adrian
Alailima, Titi
Langdon, Dawn
Possin, Katherine
Gazzaley, Adam
Feinstein, Anthony
Anguera, Joaquin
A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title_full A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title_fullStr A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title_full_unstemmed A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title_short A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study
title_sort videogame-based digital therapeutic to improve processing speed in people with multiple sclerosis: a feasibility study
topic Original Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6534643/
https://www.ncbi.nlm.nih.gov/pubmed/30506301
http://dx.doi.org/10.1007/s40120-018-0121-0
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