Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment: A Cluster Randomized Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Li-Chen Lin, Jung-Yu Liao, Chiu-Mieh Huang, Fen-He Lin, Li-Ting Lu, Hsiu-Chun Chien, Jong-Long Guo
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Abstract

The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (n = 52) and comparison groups (n = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer's Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program's usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group's MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.

机器人辅助棋盘游戏对轻度认知障碍老年人认知功能和心理健康的影响:一项随机聚类试验
研究了机器人辅助棋盘游戏对轻度认知障碍老年人的认知功能、总体自我效能、生活满意度和抑郁症的改善效果。采用准实验研究设计,将来自8个长期护理机构和日托中心的109名老年人分为实验组(n = 52)和对照组(n = 57)。实验组接受了为期12周的认知训练计划。两组均完成了结果变量的前后和3个月的随访测量,包括认知功能(迷你精神状态检查[MMSE]和阿尔茨海默病评估量表认知子量表[ADAS-Cog]得分)、抑郁、一般自我效能感和生活满意度。采用广义估计方程(GEE)对数据进行分析。使用系统可用性量表(SUS)评估程序的可用性。GEE分析显示实验组的MMSE、ADAS-Cog、抑郁、一般自我效能和生活满意度得分在干预后有显著改善。这些效果持续了3个月的随访。平均SUS评分为87.50,表明机器人辅助干预在老年人中是可行的。这些发现证实,互动机器人辅助棋盘游戏可以改善老年人的认知功能、总体自我效能感和生活满意度,并减少抑郁症。长期护理设施或日托中心的管理部门可以将机器人辅助的棋盘游戏作为训练工具,作为预防老年人认知能力下降和提高心理健康的健康促进活动的补充。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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