老年轻度神经认知障碍患者的Exergame指标的领域特异性评价:2个随机对照试验的二次分析

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-21 DOI:10.2196/65878
Wanda Kaiser, Eling D de Bruin, Patrick Manser
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引用次数: 0

摘要

背景:基于运动的训练可以提高老年人的身体和认知能力,包括那些患有轻度神经认知障碍(mNCD)的老年人。从用户与游戏的互动中生成的游戏内部指标可以进行个性化调整。然而,我们需要系统地调查这些游戏参数如何有效地捕捉真实的认知和运动-认知表现,从而为个性化训练提供更可靠的基础。目标:主要目标是确定有效的游戏参数,作为mNCD患者在游戏中特定领域认知表现的指标。我们还旨在探索在基于游戏的训练中游戏指标性能随时间的变化。方法:数据分析来自mcd患者,他们完成了为期12周的基于家庭的、基于练习的干预,遵循了大脑- it训练的概念。通过将游戏参数与标准化的神经认知参考评估相关联,进行了横断面分析。为了证实备选假设,我们确定了以下标准:(1)统计学上显著相关(P≤0.05;未修正的;单侧),(2)相关系数(Pearson r或Spearman ρ)≥0.4。通过视觉和曲线拟合纵向分析来探索游戏性能随时间的变化。结果:31名参与者(平均年龄76.4岁,SD 7.5 y;N =9, 29%为女性)。总共有33%(6/18)的游戏参数被认为是游戏过程中游戏内认知表现的有效指标。在学习和记忆的神经认知领域,这些指标包括平均反应时间(ρ=-0.747)、收集物品的数量(ρ=0.691)和游戏“购物之旅”的精度分数(r=-0.607)。结论:该研究表明,反映反应精度的指标通常比反映反应速度的指标表现得更好。这些观察结果强调了在游戏设计中选择有效的游戏参数的重要性。需要进一步的研究来探索游戏指标的潜力,确定导致游戏中表现和表现进步的个体差异的因素,以及确定和采用促进个人学习成功的策略,从而促进改善健康结果的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Domain-Specific Evaluation of Exergame Metrics Among Older Adults With Mild Neurocognitive Disorder: Secondary Analysis of 2 Randomized Controlled Trials.

Background: Exergame-based training enhances physical and cognitive performance in older adults, including those with mild neurocognitive disorder (mNCD). In-game metrics generated from user interactions with exergames enable individualized adjustments. However, there is a need to systematically investigate how well such game metrics capture true cognitive and motor-cognitive performance to provide a more robust basis for personalized training.

Objective: The primary objective was to identify valid game metrics as indicators for in-game domain-specific cognitive performance during exergaming in individuals with mNCD. We also aimed to explore game metric performance changes over time during exergame-based training.

Methods: Data were analyzed from individuals with mNCD who completed a 12-week home-based, exergame-based intervention following the Brain-IT training concept. A cross-sectional analysis was conducted by correlating game metrics with standardized neurocognitive reference assessments. To confirm the alternative hypothesis, we predetermined the following criteria: (1) statistically significant correlation (P≤.05; uncorrected; 1-sided) with (2) a correlation coefficient (Pearson r or Spearman ρ) of ≥0.4. Visual and curve-fitting longitudinal analyses were conducted to explore game performance changes over time.

Results: Data were available from 31 participants (mean age 76.4, SD 7.5 y; n=9, 29% female). In total, 33% (6/18) of the game metrics were identified as valid indicators for in-game cognitive performance during exergaming. In the neurocognitive domain of learning and memory, these metrics included the mean reaction time (ρ=-0.747), the number of collected items (ρ=0.691), and the precision score (r=-0.607) for the game Shopping Tour (P<.001 in all cases), as well as the point rate (P=.008; r=0.471) for the game Simon. In addition, point rate was a valid indicator for executive function (P=.006; r=0.455) and visuospatial skills (P=.02; r=0.474) for the games Targets and Gears, respectively. The exploratory longitudinal analysis revealed high interindividual variability, with a general trend of the expected typical curvilinear curves of rapid initial improvements followed by a plateau in performance.

Conclusions: This study demonstrated that metrics reflecting the precision of responses generally performed better than metrics reflecting the speed of responses. These observations highlight the importance of selecting valid game metrics for implementation in exergame designs. Further research is needed to explore the potential of game metrics and identify factors contributing to individual variability in in-game performance and performance progression, as well as identifying and adopting strategies that facilitate individual learning success and thus promote effectiveness in improving health outcomes.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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