3.8 Article

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

期刊

JMIR AGING
卷 6, 期 -, 页码 -

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JMIR PUBLICATIONS, INC
DOI: 10.2196/46177

关键词

puzzle games; aging; cognitive assessment; visual attention; adults; elderly; well-being; randomized controlled trial; RCT; older adult

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This study investigates the benefits of dynamic adaptive casual puzzle games on cognitive function and well-being in healthy adults and older people. The results show that participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention. Digital games are a feasible way to train cognition, with the algorithm-based dynamic adaption allowing accommodations for persons with different cognitive levels of skill.
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 unsuper-vised 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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