{"title":"严肃数字游戏中认知障碍和痴呆症的结果测量:范围综述。","authors":"Verity Longley, Jordan Wilkey, Carol Opdebeeck","doi":"10.1080/17483107.2024.2405894","DOIUrl":null,"url":null,"abstract":"<p><strong>Purpose: </strong>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.</p><p><strong>Methods: </strong>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 (<i>via</i> EBSCO), PsycInfo, CINAHL, Web of Science, from inception to 4th March 2024 and extracted study characteristics.</p><p><strong>Results: </strong>We reviewed 5899 titles, including 25 full text studies. We found heterogeneity in domains and measures used: global cognition (<i>n</i> = 15), specific cognitive processes (<i>n</i> = 13), motor function (<i>n</i> = 5), mood (<i>n</i> = 6), activities of daily living (<i>n</i> = 5), physiological processes (<i>n</i> = 4) and quality of life (<i>n</i> = 2). Use of outcome measurement tools was inconsistent; the most frequently used measures were the Montreal Cognitive Assessment (<i>n</i> = 8), the Mini-Mental State Examination (<i>n</i> = 7), and the Trail Making Test (<i>n</i> = 7). Nine studies used in-game measures, most of which were related to game performance.</p><p><strong>Conclusion: </strong>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.</p>","PeriodicalId":47806,"journal":{"name":"Disability and Rehabilitation-Assistive Technology","volume":" ","pages":"1-11"},"PeriodicalIF":1.9000,"publicationDate":"2024-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Outcome measurement of cognitive impairment and dementia in serious digital games: a scoping review.\",\"authors\":\"Verity Longley, Jordan Wilkey, Carol Opdebeeck\",\"doi\":\"10.1080/17483107.2024.2405894\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Purpose: </strong>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.</p><p><strong>Methods: </strong>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 (<i>via</i> EBSCO), PsycInfo, CINAHL, Web of Science, from inception to 4th March 2024 and extracted study characteristics.</p><p><strong>Results: </strong>We reviewed 5899 titles, including 25 full text studies. We found heterogeneity in domains and measures used: global cognition (<i>n</i> = 15), specific cognitive processes (<i>n</i> = 13), motor function (<i>n</i> = 5), mood (<i>n</i> = 6), activities of daily living (<i>n</i> = 5), physiological processes (<i>n</i> = 4) and quality of life (<i>n</i> = 2). Use of outcome measurement tools was inconsistent; the most frequently used measures were the Montreal Cognitive Assessment (<i>n</i> = 8), the Mini-Mental State Examination (<i>n</i> = 7), and the Trail Making Test (<i>n</i> = 7). Nine studies used in-game measures, most of which were related to game performance.</p><p><strong>Conclusion: </strong>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.</p>\",\"PeriodicalId\":47806,\"journal\":{\"name\":\"Disability and Rehabilitation-Assistive Technology\",\"volume\":\" \",\"pages\":\"1-11\"},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2024-09-23\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Disability and Rehabilitation-Assistive Technology\",\"FirstCategoryId\":\"3\",\"ListUrlMain\":\"https://doi.org/10.1080/17483107.2024.2405894\",\"RegionNum\":4,\"RegionCategory\":\"医学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"REHABILITATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Disability and Rehabilitation-Assistive Technology","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1080/17483107.2024.2405894","RegionNum":4,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
Outcome measurement of cognitive impairment and dementia in serious digital games: a scoping review.
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.