关键词: Bayesian analysis Cognitive functions Digital game Nursing home Single-case design

Mesh : Humans Male Female Video Games / psychology Aged Aged, 80 and over Cognition / physiology Nursing Homes Cognitive Dysfunction / therapy psychology Single-Case Studies as Topic Homes for the Aged

来  源:   DOI:10.1186/s12877-024-05011-3   PDF(Pubmed)

Abstract:
BACKGROUND: Residents in nursing homes are prone to cognitive decline affecting memory, visuospatial cognition, and executive functions. Cognitive decline can lead to dementia, necessitating prioritized intervention.
METHODS: The current study aimed to investigate whether an intervention using a digital game was effective for preserving and improving the cognitive function of residents in nursing homes. An intervention study was conducted using a single-case AB design with multiple baselines. The participants in the study were five older adults aged 65 and over who do not play digital games regularly. The study ran for 15 weeks, including a baseline (phase A) and an intervention phase (phase B). Phase A had five baselines (5 to 9 weeks) with random participant assignment. In phase B, participants engaged in a digital game (Space Invaders) individually. Cognitive function was assessed as the outcome, measured using the Brain Assessment (performed on a tablet through the Internet) at 16 measurement points. Four of five participants (two female and two male) were included in the analysis, using visual inspection and Bayesian statistics with multi-level modeling.
RESULTS: Visual inspection of the graphs revealed cognitive function score improvements after the intervention for most layers in terms of memory of numbers, memory of words, mental rotation test (visuospatial ability), and total scores in the Brain Assessment. These effects were also significant in the analysis by multi-level modeling.
CONCLUSIONS: The results suggest that the use of digital games may be effective for preserving and improving cognitive function among residents of nursing home.
BACKGROUND: This study was registered in the University Hospital Medical Information Network Clinical Trials Registry (UMIN000048677; public title: Effect of a Digital Game Intervention for Cognitive Functions in Older People; registration date: August 30, 2022).
摘要:
背景:疗养院的居民容易出现认知能力下降,影响记忆力,视觉空间认知,和执行功能。认知能力下降会导致痴呆,需要优先干预。
方法:本研究旨在调查使用数字游戏的干预措施是否能有效保护和改善养老院居民的认知功能。使用具有多个基线的单病例AB设计进行干预研究。该研究的参与者是五名65岁及以上的老年人,他们不经常玩数字游戏。这项研究持续了15周,包括基线(A阶段)和干预阶段(B阶段)。A阶段有五个基线(5至9周),随机分配参与者。在B阶段,参与者分别参与数字游戏(太空入侵者)。认知功能被评估为结果,使用大脑评估(通过互联网在平板电脑上执行)在16个测量点进行测量。五名参与者中有四名(两名女性和两名男性)被纳入分析。使用视觉检查和贝叶斯统计与多层次建模。
结果:对图表的视觉检查显示,干预后大多数层的认知功能评分在数字记忆方面有所改善,单词的记忆,心理旋转测试(视觉空间能力),和大脑评估的总分。这些影响在多层次建模的分析中也很重要。
结论:研究结果表明,使用数字游戏可以有效地保护和改善养老院居民的认知功能。
背景:这项研究已在大学医院医学信息网络临床试验注册(UMIN000048677;公开名称:数字游戏干预对老年人认知功能的影响;注册日期:2022年8月30日)。
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