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A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment
Early preventive strategies for improving cognitive function are crucial for people with mild cognitive impairment (MCI). Cognitive training exercises may improve cognitive functioning. However, there was limited evidence from training programs that combined cognitive-specific and physical activitie...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8954200/ https://www.ncbi.nlm.nih.gov/pubmed/35329218 http://dx.doi.org/10.3390/ijerph19063536 |
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author | Lin, Yu-Fang Liu, Megan F. Ho, Mu-Hsing Lin, Yen-Kuang Hsiao, Yu-Ling Wang, Ming-Hsu Chang, Chia-Chi Montayre, Jed |
author_facet | Lin, Yu-Fang Liu, Megan F. Ho, Mu-Hsing Lin, Yen-Kuang Hsiao, Yu-Ling Wang, Ming-Hsu Chang, Chia-Chi Montayre, Jed |
author_sort | Lin, Yu-Fang |
collection | PubMed |
description | Early preventive strategies for improving cognitive function are crucial for people with mild cognitive impairment (MCI). Cognitive training exercises may improve cognitive functioning. However, there was limited evidence from training programs that combined cognitive-specific and physical activities, particularly in using interactive video games as interventions. This study aimed to evaluate the feasibility and effects of the interactive-video games on cognitive function, physical function, mood status and quality of life in community-dwelling people with MCI. A quasi-experimental study was undertaken. Participants in the intervention group received 60 min group-based training program once per week for 12 weeks. A generalised estimating equation (GEE) was used to examine the main effect, interactions and changes in outcomes over time. Sixteen participants completed the trial with eight in the intervention group and eight in the comparison group. The tolerable acceptance rate, perfect attendance rate, high satisfaction with the training content, and no injuries or falls demonstrated the feasibility of this program. The scores of cognitive function increased in both groups and the interaction between time and groups were significant over 12 weeks of training (p < 0.05). As the result, we determined that interactive-video games can be a safe, feasible, enjoyable intervention and user-friendly among people with MCI in community settings. |
format | Online Article Text |
id | pubmed-8954200 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-89542002022-03-26 A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment Lin, Yu-Fang Liu, Megan F. Ho, Mu-Hsing Lin, Yen-Kuang Hsiao, Yu-Ling Wang, Ming-Hsu Chang, Chia-Chi Montayre, Jed Int J Environ Res Public Health Article Early preventive strategies for improving cognitive function are crucial for people with mild cognitive impairment (MCI). Cognitive training exercises may improve cognitive functioning. However, there was limited evidence from training programs that combined cognitive-specific and physical activities, particularly in using interactive video games as interventions. This study aimed to evaluate the feasibility and effects of the interactive-video games on cognitive function, physical function, mood status and quality of life in community-dwelling people with MCI. A quasi-experimental study was undertaken. Participants in the intervention group received 60 min group-based training program once per week for 12 weeks. A generalised estimating equation (GEE) was used to examine the main effect, interactions and changes in outcomes over time. Sixteen participants completed the trial with eight in the intervention group and eight in the comparison group. The tolerable acceptance rate, perfect attendance rate, high satisfaction with the training content, and no injuries or falls demonstrated the feasibility of this program. The scores of cognitive function increased in both groups and the interaction between time and groups were significant over 12 weeks of training (p < 0.05). As the result, we determined that interactive-video games can be a safe, feasible, enjoyable intervention and user-friendly among people with MCI in community settings. MDPI 2022-03-16 /pmc/articles/PMC8954200/ /pubmed/35329218 http://dx.doi.org/10.3390/ijerph19063536 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Article Lin, Yu-Fang Liu, Megan F. Ho, Mu-Hsing Lin, Yen-Kuang Hsiao, Yu-Ling Wang, Ming-Hsu Chang, Chia-Chi Montayre, Jed A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title | A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title_full | A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title_fullStr | A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title_full_unstemmed | A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title_short | A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment |
title_sort | pilot study of interactive-video games in people with mild cognitive impairment |
topic | Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8954200/ https://www.ncbi.nlm.nih.gov/pubmed/35329218 http://dx.doi.org/10.3390/ijerph19063536 |
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