Literature DB >> 33461506

The impact of video gaming on cognitive functioning of people with schizophrenia (GAME-S): study protocol of a randomised controlled trial.

Maritta Välimäki1,2,3, Min Yang4,5, Yuen Ting Joyce Lam6, Tella Lantta7, Matias Palva8, Satu Palva8, Benjamin Yee9, Siu Hung Yip10, Kin-Sun Dan Yu11, Hing Chiu Charles Chang12, Po Yee Ivy Cheng13, Daniel Bressington14.   

Abstract

ract_title">BACKGROUND: Video gaming is a promising intervention for <span class="Disease">cognitive and social impairment in patients with schizophrenia. A number of gaming interventions have been evaluated in small-scale studies with various patient groups, but studies on patients with schizophrenia remain scarce and rarely include the evaluation of both clinical and neurocognitive outcomes. In this study, we will test the effectiveness of two interventions with gaming elements to improve cognitive and clinical outcomes among persons with schizophrenia.
METHODS: The participants will be recruited from different outpatient units (e.g., outpatient psychiatric units, day hospitals, residential care homes). The controlled clinical trial will follow a three-arm parallel-group design: 1) cognitive training (experimental group, CogniFit), 2) entertainment gaming (active control group, SIMS 4), and 3) treatment as usual. The primary outcomes are working memory function at 3-month and 6-month follow-ups. The secondary outcomes are patients' other cognitive and social functioning, the ability to experience pleasure, self-efficacy, and negative symptoms at 3-month and 6-month follow-ups. We will also test the effectiveness of gaming interventions on neurocognitive outcomes (EEG and 3 T MRI plus rs-fMRI) at a 3-month follow-up as an additional secondary outcome. Data will be collected in outpatient psychiatric services in Hong Kong. Participants will have a formal diagnosis of schizophrenia and be between 18 and 60 years old. We aim to have a total of 234 participants, randomly allocated to the three arms. A sub-sample of patients (N = 150) will be recruited to undergo an EEG. For neuroimaging assessment, patients will be randomly allocated to a subset of patients (N=126). We will estimate the efficacy of the interventions on the primary and secondary outcomes based on the intention-to-treat principle. Behavioural and EEG data will be analysed separately. DISCUSSION: The study will characterise benefits of gaming on patients' health and well-being, and contribute towards the development of new treatment approaches for patients with schizophrenia. TRIAL REGISTRATION: ClinicalTrials.gov NCT03133143 . Registered on April 28, 2017.

Entities:  

Keywords:  Effectiveness; Gaming; Randomised controlled trial; Schizophrenia

Year:  2021        PMID: 33461506      PMCID: PMC7814579          DOI: 10.1186/s12888-020-03031-y

Source DB:  PubMed          Journal:  BMC Psychiatry        ISSN: 1471-244X            Impact factor:   3.630


  45 in total

1.  Cortical remodelling induced by activity of ventral tegmental dopamine neurons.

Authors:  S Bao; V T Chan; M M Merzenich
Journal:  Nature       Date:  2001-07-05       Impact factor: 49.962

2.  Neurocognitive change, functional change and service intensity during community-based psychosocial rehabilitation for schizophrenia.

Authors:  J S Brekke; M Hoe; M F Green
Journal:  Psychol Med       Date:  2009-02-26       Impact factor: 7.723

3.  Theory of mind impairments in patients with first-episode schizophrenia and their unaffected siblings.

Authors:  Karen K Y Ho; Simon S Y Lui; Karen S Y Hung; Yi Wang; Zhi Li; Eric F C Cheung; Raymond C K Chan
Journal:  Schizophr Res       Date:  2015-06-03       Impact factor: 4.939

Review 4.  Diversity or disarray? A systematic review of decision-making capacity for treatment and research in schizophrenia and other non-affective psychoses.

Authors:  B W J Spencer; G Shields; T Gergel; M Hotopf; G S Owen
Journal:  Psychol Med       Date:  2017-04-26       Impact factor: 7.723

Review 5.  Learning, attentional control, and action video games.

Authors:  C S Green; D Bavelier
Journal:  Curr Biol       Date:  2012-03-20       Impact factor: 10.834

6.  The effect of Interaction Anxiousness Scale and Brief Social Phobia Scale for screening social anxiety disorder in college students: a study on discriminative validity.

Authors:  Jianqin Cao; Jinwei Yang; Yuqiu Zhou; Fuliu Chu; Xiwu Zhao; Weiren Wang; Yunlong Wang; Tao Peng
Journal:  J Ment Health       Date:  2016-01-06

7.  Decision-making capacity of inpatients with schizophrenia in Hong Kong.

Authors:  Josephine G W S Wong; Erik P T Cheung; Eric Y H Chen
Journal:  J Nerv Ment Dis       Date:  2005-05       Impact factor: 2.254

Review 8.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

Authors:  Tahireh A Shams; George Foussias; John A Zawadzki; Victoria S Marshe; Ishraq Siddiqui; Daniel J Müller; Albert H C Wong
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

Review 9.  Cognitive training in schizophrenia: a neuroscience-based approach.

Authors:  Alexander Genevsky; Coleman T Garrett; Phillip P Alexander; Sophia Vinogradov
Journal:  Dialogues Clin Neurosci       Date:  2010       Impact factor: 5.986

10.  Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

Authors:  Ping Wang; Han-Hui Liu; Xing-Ting Zhu; Tian Meng; Hui-Jie Li; Xi-Nian Zuo
Journal:  Front Psychol       Date:  2016-06-17
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  1 in total

1.  Analysis of Medication Adherence and Its Influencing Factors in Patients with Schizophrenia in the Chinese Institutional Environment.

Authors:  Wei Yu; Jie Tong; Xirong Sun; Fazhan Chen; Jie Zhang; Yu Pei; Tingting Zhang; Jiechun Zhang; Binggen Zhu
Journal:  Int J Environ Res Public Health       Date:  2021-04-29       Impact factor: 3.390

  1 in total

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