关键词: ABI Cognitive rehabilitation Cognitive training Stroke Traumatic brain injury VR Virtual reality

Mesh : Humans Attention Memory, Short-Term Brain Injuries / rehabilitation psychology Cognition Middle Aged Adult Adolescent Young Adult Time Factors Male Aged Female Treatment Outcome Video Games Randomized Controlled Trials as Topic Activities of Daily Living Virtual Reality Neuropsychological Tests Cognitive Remediation / methods Virtual Reality Exposure Therapy / methods Recovery of Function Transfer, Psychology Cognitive Training Processing Speed

来  源:   DOI:10.1186/s13063-024-08178-7   PDF(Pubmed)

Abstract:
BACKGROUND: Acquired brain injury (ABI) often leads to persisting somatic, cognitive, and social impairments. Cognitive impairments of processing speed, sustained attention, and working memory are frequently reported and may negatively affect activities of daily living and quality of life. Rehabilitation efforts aiming to retrain these cognitive functions have often consisted of computerized training programs. However, few studies have demonstrated effects that transfer beyond the trained tasks. There is a growing optimism regarding the potential usefulness of virtual reality (VR) in cognitive rehabilitation. The research literature is sparse, and existing studies are characterized by considerable methodological weaknesses. There is also a lack of knowledge about the acceptance and tolerability of VR as an intervention method for people with ABI. The present study aims to investigate whether playing a commercially available VR game is effective in training cognitive functions after ABI and to explore if the possible effects transfer into everyday functioning.
METHODS: One hundred participants (18-65 years), with a verified ABI, impairments of processing speed/attention, and/or working memory, and a minimum of 12 months post injury will be recruited. Participants with severe aphasia, apraxia, visual neglect, epilepsy, and severe mental illness will be excluded. Participants will be randomized into two parallel groups: (1) an intervention group playing a commercial VR game taxing processing speed, working memory, and sustained attention; (2) an active control group receiving psychoeducation regarding compensatory strategies, and general cognitive training tasks such as crossword puzzles or sudoku. The intervention period is 5 weeks. The VR group will be asked to train at home for 30 min 5 days per week. Each participant will be assessed at baseline with neuropsychological tests and questionnaires, after the end of the intervention (5 weeks), and 16 weeks after baseline. After the end of the intervention period, focus group interviews will be conducted with 10 of the participants in the intervention group, in order to investigate acceptance and tolerability of VR as a training method.
CONCLUSIONS: This study will contribute to improve understanding of how VR is tolerated and experienced by the ABI population. If proven effective, the study can contribute to new rehabilitation methods that persons with ABI can utilize in a home setting, after the post-acute rehabilitation has ended.
摘要:
背景:获得性脑损伤(ABI)通常导致持续的躯体,认知,和社交障碍。处理速度的认知障碍,持续关注,工作记忆经常被报道,可能会对日常生活活动和生活质量产生负面影响。旨在重新训练这些认知功能的康复工作通常包括计算机化的训练计划。然而,很少有研究证明转移到训练任务之外的效果。人们对虚拟现实(VR)在认知康复中的潜在用途越来越乐观。研究文献很少,和现有的研究的特点是相当多的方法上的弱点。也缺乏关于VR作为ABI患者的干预方法的接受度和耐受性的知识。本研究旨在调查玩商用VR游戏是否能有效训练ABI后的认知功能,并探讨可能的影响是否转移到日常功能中。
方法:100名参与者(18-65岁),有一个经过验证的ABI,处理速度/注意力的损害,和/或工作记忆,并将招募至少12个月的受伤后。重度失语症患者,失用症,视觉忽视,癫痫,严重的精神疾病将被排除在外。参与者将被随机分为两个平行组:(1)一个参与商业VR游戏的干预组,工作记忆,和持续的注意力;(2)积极的对照组接受有关代偿策略的心理教育,和一般的认知训练任务,如填字游戏或数独。干预期为5周。VR小组将被要求在家训练30分钟,每周5天。每个参与者将在基线与神经心理学测试和问卷进行评估,干预结束后(5周),和基线后16周。干预期结束后,焦点小组访谈将与干预组中的10名参与者进行,为了研究VR作为一种训练方法的接受度和耐受性。
结论:这项研究将有助于提高对ABI人群如何耐受和体验VR的理解。如果证明有效,这项研究可以为患有ABI的人在家庭环境中可以使用的新的康复方法做出贡献,在急性后康复结束后。
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