Outcome measurement of cognitive impairment and dementia in serious digital games: a scoping review.

IF 1.9 4区 医学 Q2 REHABILITATION
Verity Longley, Jordan Wilkey, Carol Opdebeeck
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Abstract

Purpose: Dementia prevalence is increasing worldwide. With the emergence of digital rehabilitation, serious digital games are a potential tool to maintain and monitor function in people living with dementia. It is unclear however whether games can measure changes in cognition. We conducted a scoping review to identify the types of outcomes measured in studies of serious digital games for people with dementia and cognitive impairment.

Methods: We included primary research of any design including adults with cognitive impairment arising from dementia or another health condition; reported data about use of serious digital games; and included any cognitive outcome. We searched Medline (via EBSCO), PsycInfo, CINAHL, Web of Science, from inception to 4th March 2024 and extracted study characteristics.

Results: We reviewed 5899 titles, including 25 full text studies. We found heterogeneity in domains and measures used: global cognition (n = 15), specific cognitive processes (n = 13), motor function (n = 5), mood (n = 6), activities of daily living (n = 5), physiological processes (n = 4) and quality of life (n = 2). Use of outcome measurement tools was inconsistent; the most frequently used measures were the Montreal Cognitive Assessment (n = 8), the Mini-Mental State Examination (n = 7), and the Trail Making Test (n = 7). Nine studies used in-game measures, most of which were related to game performance.

Conclusion: We found very few studies with assessment of cognition within the game. Studies of serious games for people with dementia and cognitive impairment should develop digital outcome tools based on recommendations in Core Outcome Sets, to increase consistency between studies.

严肃数字游戏中认知障碍和痴呆症的结果测量:范围综述。
目的:痴呆症的发病率在全球范围内不断上升。随着数字康复技术的出现,严肃的数字游戏成为维持和监测痴呆症患者功能的潜在工具。但是,目前还不清楚游戏是否能测量认知方面的变化。我们进行了一次范围界定审查,以确定针对痴呆症和认知障碍患者的严肃数字游戏研究中所测量的结果类型:我们收录了包括因痴呆症或其他健康问题导致认知障碍的成年人在内的任何设计的初级研究;报告了有关严肃数字游戏使用情况的数据;并收录了任何认知结果。我们检索了 Medline(通过 EBSCO)、PsycInfo、CINAHL 和 Web of Science(从开始到 2024 年 3 月 4 日),并提取了研究特征:我们审查了 5899 个标题,其中包括 25 项全文研究。我们发现了研究领域和所用测量方法的异质性:整体认知(15 项)、特定认知过程(13 项)、运动功能(5 项)、情绪(6 项)、日常生活活动(5 项)、生理过程(4 项)和生活质量(2 项)。结果测量工具的使用并不一致;最常用的测量工具是蒙特利尔认知评估(8 项)、小型精神状态检查(7 项)和寻迹测试(7 项)。有 9 项研究使用了游戏中的测量方法,其中大部分与游戏表现有关:结论:我们发现很少有研究在游戏中进行认知评估。针对痴呆症和认知障碍患者的严肃游戏研究应根据核心结果集的建议开发数字结果工具,以提高研究之间的一致性。
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来源期刊
CiteScore
5.70
自引率
13.60%
发文量
128
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