| Literature DB >> 31066713 |
Sjors Cf van de Weijer1, Mark L Kuijf1, Nienke M de Vries2, Bastiaan R Bloem2, Annelien A Duits3.
Abstract
Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of (traditional) paper-pencil cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing 3 different self-invented ways of cognitive gaming in patients with PD, we aimed to raise awareness for the potential of gamified cognitive training in PD patients. In addition, we hoped to inspire the readers with our case descriptions, highlighting the importance of both personalization and cocreation in the development of games for health. In this viewpoint, we have presented 3 PD patients with different ages, with different disease stages, and from various backgrounds, who all used self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. On the basis of the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used. ©Sjors CF van de Weijer, Mark L Kuijf, Nienke M de Vries, Bastiaan R Bloem, Annelien A Duits. Originally published in JMIR Serious Games (http://games.jmir.org), 07.05.2019.Entities:
Keywords: Parkinson disease; cognitive remediation; video games
Year: 2019 PMID: 31066713 PMCID: PMC6528436 DOI: 10.2196/12130
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Screenshot of the racing simulator game played by Case 1.
Figure 2Screenshot of the StepBridge game played by Case 3.
Considerations for developing future gamified cognitive trainings.
| Area and considerationa | Type | |
| Adopt levels of increasing complexity (with achievable goals) | Gameplay | |
| Introduce cognitively demanding aspects slowly | Gameplay | |
| Clear user-interface design (large fonts, bright colors) | User-interface | |
| Include a dynamic difficulty adaptation mechanism (interactive) | Personalization | |
| Personalize training content to individual needs in real-time | Personalization | |
| Add social elements (eg, play with grandchildren) | Social functions | |
| Add competitive elements (against oneself, computer, or others) | Social functions | |
| Choose actions that are familiar to patients (daily activities) | Gameplay | |
| Think about fun factors (appealing story, graphics, and sounds) | Gameplay | |
| Set long-term goals to help sustain long-term engagement | Engagement | |
| Provide in-game variance (keep game engaging for longer periods) | Engagement | |
| Reinforce positive performance with visual/audio feedback (reward) | Feedback | |
| Avoid negative feedback | Feedback | |
| Be hesitant with negative progress reports (self-monitoring) | Feedback | |
| Integrate validated theories (eg, self-determination, motivation) | Design | |
| Use recent serious game development guidelines [ | Design | |
| Participate with Parkinson disease patients and professionals in design/evaluation | Design | |
| Optionally add other neuroplasticity stimulants (eg, exercise) | Design | |
| (Re)evaluate the game with an evaluation protocol [ | Evaluation | |
| Provide crystal-clear and guided instructions | Instructions | |
| Guide the patient through the first level(s) | Instructions | |
| Set clear goals (distinguish game targets vs training targets) | Instructions | |
| Adopt cross-platform availability and plug-and-play technology | Availability | |
| Optionally add group-based, therapist-guided booster sessions | Efficacy | |
| Clearly describe the training to aid in replication (publication) | Epidemiology | |
| Compare standardized versus personalized training | Epidemiology | |
| Have a solid sample size | Epidemiology | |
| Report standard measures of disease severity (Hoehn & Yahr Scale, Unified Parkinson’s Disease Rating Scale Part III) | Epidemiology | |
| Report standard measures of medication status (Levodopa equivalent daily dosage) | Epidemiology | |
| Report standard measures of cognitive status (Montreal Cognitive Assessment, Mini Mental State Exam) | Epidemiology | |
| Report objective and subjective measures of safety | Epidemiology | |
| Report measures of feasibility and adherence | Epidemiology | |
aNoncomprehensive considerations for gamified cognitive training design (in the field of Parkinson disease); not presented in order of priority and obtained from the wider literature [7,13,15,16,19,20,30,36-39].