Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial.

IF 3.7 2区 医学 Q1 REHABILITATION
Truls Johansen, Martin Matre, Marianne Løvstad, Alexander Olsen, Anne Lund, Anne-Catrine Trægde Martinsen, Frank Becker, Cathrine Brunborg, Albert Rizzo, Jacoba M Spikman, Dawn Neumann, Jennie Ponsford, Sveinung Tornås
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Abstract

Objective: The study aimed to evaluate the effect of playing a commercially available virtual reality (VR)-game on sustained attention as primary outcome, and processing speed and working memory as secondary outcomes, after traumatic brain injury (TBI).

Design, setting, and participants: The study was a parallel-group randomized controlled trial with 1:1 allocation to VR training or an active control condition. One hundred participants aged 18-65 years with complicated mild-to-severe TBI and consequently impaired sustained attention, processing speed, and/or working memory were enrolled. Participants were assessed at baseline, after intervention, and 16 weeks postbaseline.

Intervention: The intervention arm played Beat Saber, a VR game requiring sustained attention and processing speed, 30 minutes per day, 5 days per week for 5 weeks. The control arm received information about everyday activities that might impact cognition.

Outcome measures: Primary outcome was sustained attention measured by Connors Continuous Performance Test-third edition (CPT-3). Secondary outcomes included processing speed (CPT-3 hit reaction time), working memory (digit span backward and sequencing from Wechsler Adult Intelligence Scale-fourth edition), and self-report measures: Behavior Rating Inventory of Executive Function-Adult Version, Patient Competency Rating Scale, Fatigue Severity Scale, and Quality of Life after BRain Injury.

Results: No statistically significant between-group effect was found for the primary outcome measure, sustained attention (P=.473). However, the VR group demonstrated a significant increase in processing speed (P=.035), which was accompanied by a reduction in the number of errors (P<.001). No differences were observed for working memory. Self-reported executive functioning (P=.017) and quality of life (P=.039) were significantly improved in the VR group.

Conclusion: VR training did not improve sustained attention. However, a combination of prolonged reaction times and a decrease in errors in the VR group may indicate improved attentional control. In addition, the findings suggest that VR training might positively affect executive functioning. VR training may be used for cognitive training after TBI.

虚拟现实在创伤性脑损伤后持续注意力、处理速度和工作记忆训练中的应用:一项随机对照试验。
目的:评价玩一款市售虚拟现实游戏对脑外伤后持续注意力(主要结果)、加工速度和工作记忆(次要结果)的影响。设计、环境和参与者:本研究为平行组随机对照试验,1:1分配至vr训练组或主动对照组。研究招募了100名年龄在18-65岁之间的参与者,他们患有复杂的轻度至重度脑外伤,因此持续注意力、处理速度和/或工作记忆受损。参与者在基线、干预后和基线后16周进行评估。干预:干预组玩Beat Saber,这是一款需要持续注意力和处理速度的vr游戏,每天30分钟,每周5天,持续5周。控制组接收到可能影响认知的日常活动信息。结果测量:主要结果为持续注意力,采用Connors连续表现测试-3 (CPT-3)测量。次要结果包括处理速度(CPT3击中反应时间)、工作记忆(数字广度向后和WAIS-IV排序)和自我报告测量:执行功能行为评定量表-成人版本、患者能力评定量表、疲劳严重程度量表和脑损伤后的生活质量。结果:主要结局指标持续注意力的组间效应无统计学意义(p=0.473)。然而,vr组表现出处理速度的显著提高(p=0.035),这伴随着错误数量的减少(结论:vr训练并没有提高持续注意力。然而,vr组反应时间延长和错误减少的结合可能表明注意力控制得到改善。此外,研究结果表明,虚拟现实培训可能会对执行功能产生积极影响。vr训练可用于脑外伤后的认知训练。
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来源期刊
CiteScore
6.20
自引率
4.70%
发文量
495
审稿时长
38 days
期刊介绍: The Archives of Physical Medicine and Rehabilitation publishes original, peer-reviewed research and clinical reports on important trends and developments in physical medicine and rehabilitation and related fields. This international journal brings researchers and clinicians authoritative information on the therapeutic utilization of physical, behavioral and pharmaceutical agents in providing comprehensive care for individuals with chronic illness and disabilities. Archives began publication in 1920, publishes monthly, and is the official journal of the American Congress of Rehabilitation Medicine. Its papers are cited more often than any other rehabilitation journal.
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