Effects of digital technology-based serious games interventions for older adults with mild cognitive impairment: a meta-analysis of randomised controlled trials.

IF 6 2区 医学 Q1 GERIATRICS & GERONTOLOGY
Yan Gao, Naiquan Liu
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引用次数: 0

Abstract

Objective: To evaluate the effectiveness of digital technology-based serious games (DTBSGs) interventions in older adults with mild cognitive impairment (MCI).

Methods: A librarian-designed search of eight databases was conducted to identify randomised controlled trials published in English or Chinese up to 10 August 2024. The primary and secondary outcomes were compared between the intervention and control groups. A fixed- or random-effects meta-analysis model was used to determine the mean difference, based on the results of the heterogeneity test. The certainty of evidence was assessed using the Grading of Recommendations Assessment, Development and Evaluation (GRADE) system.

Results: A meta-analysis of 28 trials, including 1698 participants, showed greater improvements in favour of interventions using DTBSGs compared to the control group in global cognitive function, executive function, attention function, depression, and activities of daily living (ADL). However, there was no significant improvement in memory function, anxiety, apathy or quality of life (QOL) compared to the control group. Subgroup analysis showed that computer games, exergames and iPad tablet games were superior to immersive virtual reality (VR) games in terms of global cognitive and executive function. VR games were superior to computer games in terms of attention and ADL. The GRADE evidence quality assessment results showed that global cognitive function and ADL were of moderate quality; executive function, attention, depression and anxiety were of low quality; and memory, apathy and QOL were of very low quality.

Conclusion: Patients with MCI benefited from DTBSGs. With the rapid development of information and communication technology, DTBSGs have great potential and may be used as adjuncts or substitutes in MCI rehabilitation.

基于数字技术的严肃游戏干预对轻度认知障碍老年人的影响:随机对照试验的荟萃分析
目的:评价基于数字技术的严肃游戏(DTBSGs)干预对老年人轻度认知障碍(MCI)的效果。方法:对8个数据库进行图书馆员设计的检索,以确定截至2024年8月10日以英文或中文发表的随机对照试验。比较干预组和对照组的主要和次要结局。根据异质性检验的结果,采用固定效应或随机效应元分析模型来确定平均差异。使用分级建议评估、发展和评价(GRADE)系统评估证据的确定性。结果:一项包含1698名参与者的28项试验的荟萃分析显示,与对照组相比,使用DTBSGs干预在整体认知功能、执行功能、注意力功能、抑郁和日常生活活动(ADL)方面有更大的改善。然而,与对照组相比,在记忆功能、焦虑、冷漠或生活质量(QOL)方面没有显著改善。亚组分析显示,电脑游戏、电子游戏和iPad平板游戏在全球认知和执行功能方面优于沉浸式虚拟现实(VR)游戏。VR游戏在注意力和ADL方面优于电脑游戏。GRADE证据质量评价结果显示,总体认知功能和ADL质量为中等;执行功能、注意力、抑郁和焦虑质量较低;记忆、冷漠和生活质量很低。结论:轻度认知损伤患者从DTBSGs中获益。随着信息通信技术的飞速发展,DTBSGs具有很大的应用潜力,可作为MCI康复的辅助或替代手段。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Age and ageing
Age and ageing 医学-老年医学
CiteScore
9.20
自引率
6.00%
发文量
796
审稿时长
4-8 weeks
期刊介绍: Age and Ageing is an international journal publishing refereed original articles and commissioned reviews on geriatric medicine and gerontology. Its range includes research on ageing and clinical, epidemiological, and psychological aspects of later life.
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