| Literature DB >> 29234277 |
Ruud H Knols1, Jaap Swanenburg1,2, Dino De Bon1,3, Federico Gennaro3, Martin Wolf4, Bernard Krüger5, Dominique Bettex5, Eling D de Bruin3.
Abstract
Elderly people at risk of developing cognitive decline; e.g., following surgery, may benefit from structured, challenging, and repetitive cognitive video training. This study assessed usability and acute effects of a newly developed bedside console (COPHYCON). Fifteen healthy elderly individuals performed a one-time 80-min intervention, including cognitive video games aimed at improving awareness and selective attention. Perceived usefulness and perceived ease of use (Technology Acceptance Model) were assessed together with measures of the achieved game level, reaction times, (in-) correct responses during ALERT and SELECT game play. Further, prefrontal cortical involvement of the regional cerebral hemoglobin saturation (rS02%) assessed with functional near infrared spectroscopy (fNIRS) (n = 5) and EEG power (n = 10) was analyzed. All participants completed the study without any adverse events. Perceived usefulness and perceived ease of use (TAM scores range 1-7) of the system varied between 3.9 and 6.3. The game levels reached for awareness varied between 9 and 11 (initial score 8-10), for reaction speed between 439 and 469 ms, and for correct responses between 74.1 and 78.8%. The highest level for the selective attention games was 2 (initial score 1), where reaction speed varied between 439 and 469 ms, correct responses between 96.2 and 98.5%, respectively. The decrease of rS02% in the right prefrontal cortex during gameplay was significantly (p < 0.001) lower, compared to the left prefrontal cortex. Four participants yielded significant lower rS02% measures after exergaming with the ALERT games (p < 0.000), but not with the SELECT games. EEG recordings of theta power significantly decreased in the averaged ~0.25-0.75 time interval for the left prefrontal cortex sensor across the cognitive game levels between the ALERT 1 and SELECT 1, as well as between SELECT 1 and 2 games. Participants rated the usability of the COPHYCON training positively. Further results indicate that video gaming may be an effective measure to affect prefrontal cortical functioning in elderly. The results warrant a clinical explorative study investigating the feasibility of the COPHYCON in a clinical setting.Entities:
Keywords: brain plasticity; computerized cognitive training; cortex; elderly; exergames; motor control; multisensory integration; neurorehabilitation
Year: 2017 PMID: 29234277 PMCID: PMC5712300 DOI: 10.3389/fnsys.2017.00085
Source DB: PubMed Journal: Front Syst Neurosci ISSN: 1662-5137
Figure 1Patient Bed Side Cognitive Gaming Console (COPHYCON-Prototype) in action while performing COGNIPLUS games during EEG measures. The exergames are stored in an all in one computer (1) and operated by foot pedals (2). With the lifting column (3), the height of the device is installed above a patient's bed. The participant in this figure gave written consent for publication.
Demographics and clinical characteristics of participants (n = 15).
| Age (years) | 63.7 | 5.4 | 63 | 56–75 |
| Height (cm) | 173 | 7.8 | 173 | 160–186 |
| Weight (kg) | 74.6 | 17.9 | 70 | 50–122 |
| BMI (kg/m2) | 24.8 | 4.8 | 23.6 | 17.5–36 |
| MoCa | 28 | 0.83 | 28 | 27–30 |
| Daily | 12 | 80 | 1 | 6.66 |
| Weekly | 2 | 13.33 | 6 | 40 |
| Monthly | 1 | 6.66 | 1 | 6.66 |
| Never | – | – | 7 | 46.66 |
| Education level | n | % | – | – |
| Secondary school | – | – | – | – |
| Vocational education | 5 | 33.33 | ||
| Higher professional education | 7 | 46.66 | ||
| College/University | 3 | 20 |
Figure 2(A) Sequence of the exergaming protocol. The Intervention consisted out of four exergames: “Alert S1, Alert S2, Select S1 and Select S2”, consisting in a rest (blue) and game phase (green). A 5 min pause was provided between the games. (B) Every game sequence lasted approximately 21 min: A focus phase of 2 × 3 min (blue; 0 and 3), 5 × 1 gaming phase (green; 6, 8, 10, 12, 14), 5 × 1 min break phase (red; 7, 9, 11, 13, 15) and a 5 min recovery phase (white;16). This sequence was repeated four times.
Usability results for Cognitive gaming Alert S1 (AS1) and S2 (AS2) and Select S1 (SEL1) and SEL2 (ACS2).
| Initial game level after game test. | Mean | 8 | 10 | 1 | 1 |
| Alert 1–18 | SD | 1.19 | 1.71 | – | – |
| Select 1–15 | Range | 7–10 | 7–13 | – | – |
| Highest | Mean | 9 | 11 | 2 | 2 |
| Game-Level | SD | 1.19 | 11.71 | 0.35 | 0.41 |
| Alert 1–18 | Range | 8–11 | 8–14 | 1–2 | 1–2 |
| Reaction speed (ms) | Mean | 574 | 488.27 | 439.07 | 469.60 |
| Select 1–15 | SD | 57.81 | 65.28 | 34.89 | 44.36 |
| Correct responses (%) | Mean | 78.80 | 74.07 | 98.47 | 96.20 |
| SD | 10.02 | 9.97 | 3.10 | 3.45 | |
| Falls positive reactions (%) | Mean | n.a. | n.a. | 6.13 | 5.80 |
| SD | n.a. | n.a. | 5.01 | 4.21 | |
Intracranial regional hemoglobin oxygen saturation (rS02) (mean, median, and SD) values and significant differences between the left and right prefrontal cortical areas.
| 1 | Introduction followed by concentration phase (eyes open/eyes closed) | Mean | 67.17 | 67.27 | 0.223ND |
| Median | 67.20 | 67.30 | |||
| SD | 1.25 | 1.17 | |||
| 2 | Alert AS1 game fase | Mean | 67.54 | 67.43 | 0.220 |
| Median | 67.50 | 67.40 | |||
| SD | 0.44 | 0.34 | |||
| 3 | Break 1 followed by concentration phase (eyes open/eyes closed) | Mean | 67.06 | 66.68 | <0.001ND ES = 0. |
| Median | 67.00 | 66.60 | |||
| SD | 0.47 | 0.44 | |||
| 4 | Alert AS2 game fase | Mean | 66.94 | 66.69 | 0.010 ES = 0.5 |
| Median | 66.90 | 66.80 | |||
| SD | 0.38 | 0.58 | |||
| 5 | Break 2 followed by concentration phase (eyes open/eyes closed) | Mean | 66.35 | 65.90 | <0.001 ES = 0.7 |
| Median | 66.40 | 66 | |||
| SD | 0.38 | 0.43 | |||
| 6 | SELECT SEL1 game fase | Mean | 66.60 | 66.48 | 0.095ND |
| Median | 66.67 | 66.60 | |||
| SD | 0.33 | 0.38 | |||
| 7 | Break 3 followed by concentration phase (eyes open/eyes closed) | Mean | 66.18 | 65.88 | 0.005 ES = 0.5 |
| Median | 66.20 | 65.80 | |||
| SD | 0.44 | 0.57 | |||
| 8 | SELECT SEL1 game fase and break 4 | Mean | 66.14 | 65.92 | 0.002 ES = 0.5 |
| Median | 66.00 | 65.80 | |||
| SD | 0.47 | 0.46 | |||
| Total phase 1–8 | Mean | 66.75 | 66.54 | <0.001 ES = 1.1 | |
| Median | 66.79 | 66.60 | |||
| SD | 0.77 | 0.84 | |||
| rS02 decrease | rS02 decrease | ||||
ND, Normal distribution of the data: Data were normally distributed and analyzed with a t-test for paired samples. All non-normally distributed data were analyzed with a Wilcoxon signed-rank. ES, Cohends dz Effect size.
Results for individual participant regression analyses of the left and right prefrontal cortex during exergaming (A1, A2, SEL1, SEL2).
| 1 Left | 0.000 | 74.2/−0.17 | 0.045 | 71.8/−0.06 | 0.262 | 70.2/−0.023 | 0.448 | 65.2/0.035 |
| 1 Right | 0.001 | 68/−0.84 | 0.047 | 68.3/−0.06 | 0.005 | 69.3/−0.06 | 0.651 | 66.3/−0.02 |
| 2 Left | 0.004 | 71.7/−0.07 | 0.200 | 71.9/−0.045 | 0.262 | 67.2/0.032 | 0.175 | 73.1–0.054 |
| 2 Right | 0.000 | 73.3/−0.09 | 0.003 | 73.6/−0.074 | 0.167 | 67.9/0.033 | 0.690 | 70.8/−0.014 |
| 3 Left | 0.093 | −72.5/−0.044 | 0.984 | 71.4/−0.001 | 0.134 | 69.7/0.041 | 0.09 | 68.9/0.042 |
| 3 Right | 0.046 | 67.7/0.057 | 0.708 | 69.7/−0.009 | 0.889 | 69.2/0.003 | 0.049 | 65.1/0.052 |
| 4 Left | 0.000 | 65.5/−0.113 | 0.266 | 63.4/−0.027 | 0.080 | 59.3 /0.037 | 0.042 | 54.5/0.090 |
| 4 Right | 0.000 | 68.5/−0.155 | 0.037 | 65.9/−0.050 | 0.180 | 61.3/0.040 | 0.120 | 57.2/0.083 |
| 5 Left | 0.640 | 60.0/−0.007 | 0.000 | 63.4/−0.096 | 0.636 | 59.9/−0.010 | 0.466 | 60.6/−0.025 |
| 5 Right | 0.249 | 64.1/0.021 | 0.000 | 67.4/−0.080 | 0.804 | 63.8/0.005 | 0.353 | 64.9/−0.024 |
Significant p-values
after Bonferroni correction (p < 0.001).
Figure 3EEG time-Frequency plots (TFRs) for the game level AS1 (A), AS2 (B), and SEL2 (C) representing the evoked (log-transformed) power (range depicted in the right sided legend). TFRs are shown here for the sensor Fp1 over the left prefrontal cortex in the time interval [−0.5, 0.75 s] and in the theta frequency band [range (3.5–7.5 Hz) after applying a 2 Hz smoothing on the 5.5 Hz frequency], as the channel-frequency-time combination was significant. The dotted black line indicates the stimulus onset and the black rectangle represents the time range [~0.25, ~0.75 s] a priori selected where the significant changes in evoked power occurred over the three game levels.
Descriptive statistic (mean and standard deviation) of all power frequency (log-transformed) x-channel, time bin, and frequency of interest for EEG measures.
| AS1 | 0.24 ± 0.12 | 0.27 ± 0.17 | 0.35 ± 0.18 | |
| AS2 | 0.27 ± 0.18 | 0.28 ± 0.11 | 0.25 ± 0.08 | |
| SEL1 | 0.28 ± 0.08 | 0.27 ± 0.11 | 0.23 ± 0.08 | |
| SEL2 | 0.23 ± 0.15 | 0.28 ± 0.15 | 0.29 ± 0.12 | |
| AS1 | 0.20 ± 0.12 | 0.07 ± 0.33 | 0.05 ± 0.17 | |
| AS2 | 0.17 ± 0.18 | 0.16 ± 0.20 | 0.06 ± 0.13 | |
| SEL1 | 0.15 ± 0.11 | 0.16 ± 0.12 | 0.14 ± 0.12 | |
| SEL2 | 0.13 ± 0.13 | 0.16 ± 0.14 | 0.14 ± 0.11 | |
| AS1 | 0.59 ± 0.33 | 0.55 ± 0.22 | 0.53 ± 0.20 | |
| AS2 | 0.41 ± 0.10 | 0.40 ± 0.14 | 0.41 ± 0.19 | |
| SE1 | 0.45 ± 0.12 | 0.47 ± 0.11 | 0.46 ± 0.11 | |
| SEL2 | 0.42 ± 0.21 | 0.46 ± 0.20 | 0.37 ± 0.16 | |
| AS1 | 0.55 ± 0.38 | 0.42 ± 0.31 | 0.35 ± 0.19 | |
| AS2 | 0.30 ± 0.22 | 0.30 ± 0.15 | 0.34 ± 0.16 | |
| SEL1 | 0.35 ± 0.13 | 0.34 ± 0.14 | 0.35 ± 0.14 | |
| SEL2 | 0.33 ± 0.20 | 0.34 ± 0.20 | 0.33 ± 0.18 | |
MANOVA F Multivariate with Montecarlo permutations corrected by false discovery rate for EEG measures.
| 3.23 | 0.54 | 0.19 | 0.99 | 6.59 | 0.29 | 0.26 | 0.97 | 7.57 | 0.18 | |
| 0.87 | 0.89 | 0.49 | 0.95 | 4.98 | 0.35 | 1.03 | 0.86 | 7.39 | 0.19 | |
| 8.67 | 0.16 | 7.11 | 0.20 | 1.35 | 0.80 | 8.90 | 0.17 | |||
| 3.10 | 0.57 | 1.20 | 0.82 | 1.47 | 0.75 | 2.42 | 0.62 | 7.76 | 0.19 | |
EC, Eyes closed; EO, Eyes open; significant values are bold.