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Are Video Games Effective to Promote Cognition and Everyday Functional Capacity in Mild Cognitive Impairment/Dementia Patients? A Meta-Analysis of Randomized Controlled Trials
Journal of Alzheimer’s Disease ( IF 4 ) Pub Date : 2021-09-16 , DOI: 10.3233/jad-210545
Filipa Ferreira-Brito 1 , Filipa Ribeiro 2 , Diana Aguiar de Sousa 3 , João Costa 4, 5, 6, 7 , Cátia Caneiras 8, 9 , Luís Carriço 10 , Ana Verdelho 1, 7, 11
Affiliation  

Background:Mild cognitive impairment (MCI) and dementia are associated with increased age. MCI is a clinical entity described as a transitional state between normal cognition and dementia. Video games (VGs) can potentially promote cognition and functional capacity since multiple cognitive domains are recruited during gameplay. However, there is still a lack of consensus regarding the efficacy of VGs as therapeutic tools, particularly in neurodegenerative diseases. Objective:We aimed to analyze the impact of VGs on cognition and functional capacity outcomes in MCI/dementia patients. Methods:We conducted a systematic review and meta-analysis study (PROSPERO [CRD42021229445]). PubMed, Web of Science, Epistemonikos, CENTRAL, and EBSCO electronic databases were searched for RCT (2000-2021) that analyzed the impact of VGs on cognitive and functional capacity outcomes in MCI/dementia patients. Results:Nine studies were included (n = 409 participants), and Risk of Bias (RoB2) and quality of evidence (GRADE) were assessed. Data regarding attention, memory/learning, visual working memory, executive functions, general cognition, functional capacity, quality of life were identified, and pooled analyses were conducted. An effect favoring VGs interventions was observed on Mini-Mental State Examination (MMSE) score (MD = 1.64, 95%CI 0.60 to 2.69). Conclusion:Although promising, the effects observed should be interpreted with caution since serious methodological shortcomings were identified in the studies included. Nonetheless, the effect observed is higher than the minimum clinically important difference (1.4 points) established to MMSE. Future studies on the current topic urge. Recommendations for the design and conduction of cognitive RCT studies are presented.

中文翻译:

电子游戏是否有效促进轻度认知障碍/痴呆患者的认知和日常功能?随机对照试验的元分析

背景:轻度认知障碍 (MCI) 和痴呆症与年龄增长有关。MCI 是一种临床实体,被描述为正常认知和痴呆之间的过渡状态。视频游戏 (VG) 可以潜在地促进认知和功能能力,因为在游戏过程中会招募多个认知领域。然而,关于 VGs 作为治疗工具的功效仍然缺乏共识,特别是在神经退行性疾病中。目的:我们旨在分析 VGs 对 MCI/痴呆患者认知和功能能力结果的影响。方法:我们进行了一项系统评价和荟萃分析研究(PROSPERO [CRD42021229445])。PubMed、Web of Science、Epistemonikos、CENTRAL、在 EBSCO 和 EBSCO 电子数据库中搜索了 RCT(2000-2021),其中分析了 VG 对 MCI/痴呆患者认知和功能能力结果的影响。结果:纳入了 9 项研究(n = 409 名参与者),并评估了偏倚风险 (RoB2) 和证据质量 (GRADE)。确定了关于注意力、记忆/学习、视觉工作记忆、执行功能、一般认知、功能能力、生活质量的数据,并进行了汇总分析。在简易精神状态检查 (MMSE) 评分 (MD = 1.64, 95%CI 0.60 至 2.69) 上观察到有利于 VGs 干预的效果。结论:尽管有希望,但应谨慎解释观察到的效果,因为在纳入的研究中发现了严重的方法学缺陷。尽管如此,观察到的效果高于对 MMSE 建立的最小临床重要差异(1.4 分)。对当前主题的未来研究催促。提出了认知 RCT 研究的设计和实施的建议。
更新日期:2021-09-17
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