识别老年人轻度认知障碍的游戏化N-back应用程序。

IF 1.5 Q2 MEDICINE, GENERAL & INTERNAL
JMA journal Pub Date : 2025-01-15 Epub Date: 2024-12-20 DOI:10.31662/jmaj.2024-0217
Naohiro Murata, Shozo Nishii, Ryoya Usuha, Asuka Kodaka, Masako Fujimori, Haruka Sugawara, Takashi Kiriyama, Hirotake Uchikado, Yasuo Okumura, Takanori Takebe
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引用次数: 0

摘要

导读:尽管轻度认知障碍(MCI)和早期痴呆的发病率急剧增加,但缺乏针对老年人的可获得和有吸引力的筛查方法。游戏化在各种健康状况的自我管理中引起了人们的关注,使其成为痴呆症筛查的一个有前途的途径。本研究旨在评估一种游戏化的移动应用程序,用于早期检测与痴呆症相关的认知障碍。方法:对138名参与者进行游戏化应用程序和简易精神状态检查(MMSE)。这款基于N-back工作记忆任务的游戏模拟了一个餐厅场景,玩家用隐藏的食材烹饪咖喱来满足顾客的要求,每一轮的难度都在增加。分析MMSE得分与游戏指标之间的相关性,并比较正常组和受损组的游戏指标。结果:在138名老年参与者中,游戏指标(如达到水平、准确性、反应时间、点击次数和滑动次数)与MMSE(标准认知筛选工具)得分呈显著相关(r分别为0.42、0.419、-0.575、-0.484和-0.667);P < 0.05)。参与者被分为正常(≥28)和受损(结论:这种分类准确性与标准痴呆筛查试验相当)。这些结果表明,游戏化与欢乐体验的潜在用途,使老年人能够超越传统的测试范式,进行可扩展的认知筛查。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Gamified N-back App for Identifying Mild-cognitive Impairment in Older Adults.

Introduction: Despite a dramatic increase in the incidence of mild-cognitive impairment (MCI) and early dementia, accessible and engaging screening methods for older adults are lacking. Gamification has gained attention in the self-management of various health conditions, making it a promising avenue for dementia screening. This study aimed to evaluate a gamified mobile application for the early detection of cognitive impairment associated with dementia.

Methods: The gamified app and the Mini-Mental State Examination (MMSE) were administered to 138 participants. The game, based on the N-back working memory task, simulates a restaurant scenario where players cook curries with hidden ingredients to fulfill customer orders, with the difficulty increasing in each round. The correlations between MMSE scores and game metrics were analyzed, and the game metrics were compared between the normal and impaired groups.

Results: Among the 138 older adult participants, the game metrics such as level reached, accuracy, response times, tap times, and swipe times exhibited significant correlations with scores on the MMSE, a standard cognitive screening tool (r = 0.42, 0.419, -0.575, -0.484, and -0.667, respectively; P < 0.05 for all). The participants were divided into the normal (≥28) and impaired (<28) groups based on the MMSE cutoff values. The impaired group had significantly worse performance on all game metrics. After multivariate adjustment, average swipe time emerged as the strongest predictor, achieving 70.8% sensitivity and 80.6% specificity in detecting impairment using a 3.31-s cutoff (area under the curve = 0.820).

Conclusions: This classification accuracy was comparable to standard dementia screening tests. These results indicate the potential use of gamification with joyous experience for older adults to enable scalable cognitive screening beyond conventional testing paradigms.

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