Impact of Modern Board Games on Executive Functions and Quality of Life in the Elderly: A Randomized Controlled Trial.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Azael J Herrero, Esther C Argente, Alfonso Lahuerta, Elvira Jensen-Casado, Miriam Herrero-Martín, José M Sacristán-Rodríguez, Elisa Bullón-Benito, Cristina Aldavero, Raquel Martínez-Sinovas
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Abstract

Purpose: This study aimed to assess the effects of modern board games (MBG) on executive functions, quality of life, and volitional behaviors in elderly individuals residing in nursing homes. Methods: A 12-week randomized controlled trial was conducted in a nursing home with 30 participants (age = 83.2 years). Participants were randomly assigned to either the experimental group (EG; n = 16) or the control group (CG; n = 14). The EG engaged in twice-weekly MBG sessions facilitated by trained professionals, while the CG continued with their usual activities without additional interventions. Cognitive performance was assessed using the Cambridge Cognitive Examination (CAMCOG-R) and the Test of the Paths (TESEN). Quality of life was evaluated using the FUMAT scale, and volitional behaviors were measured using the Volitional Questionnaire. Results: The EG demonstrated significant improvements in executive functions, including comprehension (9.9%, P < 0.05), remote memory (22.6%, P < 0.05), and attention and calculation (83.3%, P < 0.05), as measured by the CAMCOG-R. No significant changes were observed in the TESEN test. The EG also showed significant gains in quality of life, with improvements in emotional well-being (5.0%, P < 0.01), interpersonal relationships (15.4%, P < 0.05), personal development (7.5%, P < 0.001), and social inclusion (6.3%, P < 0.001) on the FUMAT scale. Volitional behaviors, particularly competence (7.1%, P < 0.05), also improved significantly in the EG. Conclusion: MBG offer a promising nonpharmacological intervention to enhance executive functions, quality of life, and volitional behaviors in elderly individuals in nursing homes. The structured facilitation of these games, tailored to participants' cognitive levels, may support cognitive stimulation and foster social engagement in this population.

现代棋盘游戏对老年人执行功能和生活质量的影响:一项随机对照试验。
目的:本研究旨在评估现代棋盘游戏(MBG)对养老院老年人执行功能、生活质量和意志行为的影响。方法:在某养老院进行为期12周的随机对照试验,参与者30人,年龄83.2岁。参与者被随机分配到实验组(EG;n = 16)或对照组(CG;N = 14)。专家组每周参加两次由训练有素的专业人员协助的MBG会议,而总督组则在没有额外干预的情况下继续其常规活动。认知表现采用剑桥认知测验(CAMCOG-R)和路径测试(TESEN)进行评估。使用FUMAT量表评估生活质量,使用意志问卷测量意志行为。结果:经CAMCOG-R测试,EG组执行功能有显著改善,包括理解能力(9.9%,P < 0.05)、远程记忆能力(22.6%,P < 0.05)、注意和计算能力(83.3%,P < 0.05)。在TESEN测试中未观察到明显的变化。EG在生活质量方面也有显著的改善,在FUMAT量表上,情绪幸福感(5.0%,P < 0.01)、人际关系(15.4%,P < 0.05)、个人发展(7.5%,P < 0.001)和社会包容(6.3%,P < 0.001)均有改善。意志行为,特别是能力(7.1%,P < 0.05)在EG中也有显著改善。结论:MBG提供了一种很有希望的非药物干预,可以提高养老院老年人的执行功能、生活质量和意志行为。根据参与者的认知水平量身定制的这些游戏的结构化简化,可能支持认知刺激并促进这一人群的社会参与。
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
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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