Ai Iizuka, Hisao Taki, Kenji Toba, Hiroyuki Suzuki
{"title":"使用配对围棋游戏的认知干预程序的可行性和初步效果:一项试点研究。","authors":"Ai Iizuka, Hisao Taki, Kenji Toba, Hiroyuki Suzuki","doi":"10.1111/ggi.70134","DOIUrl":null,"url":null,"abstract":"<div>\n \n <section>\n \n <h3> Aim</h3>\n \n <p>Go, a strategic board game, has demonstrated effectiveness in enhancing cognitive functions such as visual working memory. However, individuals who play Go often find it difficult to expand their social network through playing and do not like losing. This study aimed to develop a cognitive intervention program utilizing Pair Go, a variant of Go played in pairs, to foster greater social interaction and it conducted preliminary assessments on the feasibility of the program and its impact on cognitive function and mental health.</p>\n </section>\n \n <section>\n \n <h3> Methods</h3>\n \n <p>Twenty-three community-dwelling older adults, none of whom had prior experience with Go, attended 12 sessions of the Pair Go program once a week for 90 min per session. The feasibility of the program was evaluated using measures of attendance rate, program satisfaction, and willingness to continue participating in the Pair Go program. In addition, cognitive function and mental health assessments were conducted before and after the intervention.</p>\n </section>\n \n <section>\n \n <h3> Results</h3>\n \n <p>Both the attendance rate and the program satisfaction were high, and all participants expressed a desire to continue engaging in Pair Go. Comparison of pre- and post-test scores using paired <i>t</i>-tests revealed significant improvements in executive function, attention, and memory (all <i>P</i> < 0.05). Moreover, there was a significant decrease in feelings of loneliness in the post-test score (<i>P</i> < 0.05).</p>\n </section>\n \n <section>\n \n <h3> Conclusions</h3>\n \n <p>These results indicate that this program is feasible and has preliminary effects on cognitive function and mental health. <b>Geriatr Gerontol Int 2025; 25: 1209–1214</b>.</p>\n </section>\n </div>","PeriodicalId":12546,"journal":{"name":"Geriatrics & Gerontology International","volume":"25 9","pages":"1209-1214"},"PeriodicalIF":2.5000,"publicationDate":"2025-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Feasibility and preliminary effects of a cognitive intervention program using the Pair Go game: A pilot study\",\"authors\":\"Ai Iizuka, Hisao Taki, Kenji Toba, Hiroyuki Suzuki\",\"doi\":\"10.1111/ggi.70134\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div>\\n \\n <section>\\n \\n <h3> Aim</h3>\\n \\n <p>Go, a strategic board game, has demonstrated effectiveness in enhancing cognitive functions such as visual working memory. However, individuals who play Go often find it difficult to expand their social network through playing and do not like losing. This study aimed to develop a cognitive intervention program utilizing Pair Go, a variant of Go played in pairs, to foster greater social interaction and it conducted preliminary assessments on the feasibility of the program and its impact on cognitive function and mental health.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Methods</h3>\\n \\n <p>Twenty-three community-dwelling older adults, none of whom had prior experience with Go, attended 12 sessions of the Pair Go program once a week for 90 min per session. The feasibility of the program was evaluated using measures of attendance rate, program satisfaction, and willingness to continue participating in the Pair Go program. In addition, cognitive function and mental health assessments were conducted before and after the intervention.</p>\\n </section>\\n \\n <section>\\n \\n <h3> Results</h3>\\n \\n <p>Both the attendance rate and the program satisfaction were high, and all participants expressed a desire to continue engaging in Pair Go. Comparison of pre- and post-test scores using paired <i>t</i>-tests revealed significant improvements in executive function, attention, and memory (all <i>P</i> < 0.05). 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Feasibility and preliminary effects of a cognitive intervention program using the Pair Go game: A pilot study
Aim
Go, a strategic board game, has demonstrated effectiveness in enhancing cognitive functions such as visual working memory. However, individuals who play Go often find it difficult to expand their social network through playing and do not like losing. This study aimed to develop a cognitive intervention program utilizing Pair Go, a variant of Go played in pairs, to foster greater social interaction and it conducted preliminary assessments on the feasibility of the program and its impact on cognitive function and mental health.
Methods
Twenty-three community-dwelling older adults, none of whom had prior experience with Go, attended 12 sessions of the Pair Go program once a week for 90 min per session. The feasibility of the program was evaluated using measures of attendance rate, program satisfaction, and willingness to continue participating in the Pair Go program. In addition, cognitive function and mental health assessments were conducted before and after the intervention.
Results
Both the attendance rate and the program satisfaction were high, and all participants expressed a desire to continue engaging in Pair Go. Comparison of pre- and post-test scores using paired t-tests revealed significant improvements in executive function, attention, and memory (all P < 0.05). Moreover, there was a significant decrease in feelings of loneliness in the post-test score (P < 0.05).
Conclusions
These results indicate that this program is feasible and has preliminary effects on cognitive function and mental health. Geriatr Gerontol Int 2025; 25: 1209–1214.
期刊介绍:
Geriatrics & Gerontology International is the official Journal of the Japan Geriatrics Society, reflecting the growing importance of the subject area in developed economies and their particular significance to a country like Japan with a large aging population. Geriatrics & Gerontology International is now an international publication with contributions from around the world and published four times per year.