| Literature DB >> 35266877 |
Alaa Abd-Alrazaq1,2, Mohannad Alajlani3, Dari Alhuwail4,5, Carla T Toro3, Anna Giannicchi6, Arfan Ahmed2, Ahmed Makhlouf7, Mowafa Househ1.
Abstract
BACKGROUND: Cognitive impairment is a mental disorder that commonly affects elderly people. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological intervention for improving cognitive abilities. The effectiveness and safety of serious games for improving cognitive abilities have been investigated by several systematic reviews; however, they are limited by design and methodological weaknesses.Entities:
Keywords: Alzheimer disease; cognitive training; dementia; exergames; global cognition; meta-analysis; mild cognitive impairment; serious games; systematic review
Year: 2022 PMID: 35266877 PMCID: PMC8949701 DOI: 10.2196/34592
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1Flow chart of the study selection process.
Characteristics of the studies and population.
| First author | Year | Country | Publication type | RCTa type | Sample size, n | Mean age (years) | Sex (male), % | MMSEb score | Health condition | Setting |
| Savulich [ | 2017 | United Kingdom | Journal article | Parallel | 42 | 76.1 | 59.5% | 26.7 | MCIc | Clinical |
| Yang [ | 2017 | South Korea | Journal article | Parallel | 20 | 71 | 70% | 23.1 | ADd | Clinical |
| Tarnanas [ | 2014 | Greece | Book chapter | Parallel | 114 | 70.3 | 39% | 26.4 | MCI | Clinical |
| Cavallo [ | 2016 | Italy | Journal article | Parallel | 80 | 76.4 | 36.3% | 22.9 | AD | Clinical |
| Zhuang [ | 2013 | China | Journal article | Parallel | 33 | 83.1 | 24.2% | 10.2 | MCI, dementia | Clinical |
| Thapa [ | 2020 | South Korea | Journal article | Parallel | 68 | 72.7 | 23.5% | 26.2 | MCI | Clinical |
| Jahouh [ | 2021 | Spain | Journal article | Parallel | 80 | 84.2 | 44% | 22.2 | MCI | Clinical |
| Robert [ | 2020 | France | Journal article | Parallel | 46 | 79.4 | 47.8% | 21.4 | Cognitive disorders | Clinical |
| Singh [ | 2014 | Australia | Journal article | Factorial | 100 | 70.1 | 32% | 27 | MCI | Community |
| van Santen [ | 2020 | Netherlands | Journal article | Cluster | 112 | 79 | 53.5% | 18.6 | Dementia | Clinical |
| Liao [ | 2021 | Taiwan | Journal article | Parallel | 61 | 81.5 | 32.6% | 22.9 | MCI | Community |
| Amjad [ | 2019 | Pakistan | Journal article | Parallel | 44 | NRe | NR | 24 | MCI | Clinical |
| Hagovská [ | 2015 | Slovakia | Journal article | Parallel | 80 | 67 | 51.2% | 26 | MCI | Clinical |
| Hagovská [ | 2016 | Slovakia | Journal article | Parallel | 80 | 67 | 51.2% | 26.4 | MCI | Clinical |
| Gooding [ | 2015 | United States | Journal article | Parallel | 96 | 75.6 | 58.1% | NR | MCI | Clinical |
aRCT: randomized controlled trial.
bMMSE: Mini-Mental State Examination.
cMCI: mild cognitive disorder.
dAD: Alzheimer disease.
eNR: not reported.
Characteristics of the interventions.
| First author | Intervention | Serious game name | Serious game type | Platform | Supervision | Duration (min) | Frequency (times/week) | Period (weeks) |
| Savulich [ | Serious games | Game Show | Cognitive training game | Tablet | Supervised | 60 | 2 | 4 |
| Yang [ | Serious games | Brain-Care | Cognitive training game | PC | Unsupervised | 60 | 2 | 12 |
| Tarnanas [ | Serious games | Virtual Reality Museum | Cognitive training game | VRa headset | Supervised | 90 | 2 | 21 |
| Cavallo [ | Serious games | Brainer | Cognitive training game | PC | Supervised | 30 | 3 | 12 |
| Zhuang [ | Serious games | NRb | Cognitive training game | PC | Supervised | 75 | 3 | 24 |
| Thapa [ | Serious games | Juice making, Crow Shooting, Love house, Fireworks | Cognitive training game | VR headset, hand controllers | Supervised | 100 | 3 | 8 |
| Jahouh [ | Serious games | Step, Nodding | Exergame | Wii console | Supervised | 40-45 | 2-3 | 8 |
| Robert [ | Serious games | MeMo | Cognitive training game | PC, tablet | Unsupervised | 30 | 4 | 12 |
| Singh [ | Serious games | COGPACK | Cognitive training game | PC | Supervised | 75 | 2 | 25 |
| van Santen [ | Serious games | NR | Exergame | Stationary bike, screen | Unsupervised | NR | 5 | 25 |
| Liao [ | Serious games | Tano and LongGood | Exergame | Kinect, VR headset | Supervised | 60 | 3 | 12 |
| Amjad [ | Serious games | Body and Brain Exercises | Cognitive training game | Xbox console, Kinect | Supervised | 25-30 | 5 | 6 |
| Hagovská [ | Serious games + conventional exercises | CogniPlus | Cognitive training game | PC | Both | 30 | 2 | 10 |
| Hagovská [ | Serious games + conventional exercises | CogniPlus | Cognitive training game | PC | Both | 30 | 2 | 10 |
| Gooding [ | Serious game | BrainFitness | Cognitive training game | PC | Both | 60 | 2 | 17 |
aVR: virtual reality.
bNR: not reported.
Characteristics of comparators and outcomes.
| First author | Comparator | Duration (min) | Frequency (times/week) | Period (weeks) | Outcome measures | Follow-up | Attrition, n |
| Savulich [ | Control | N/Aa | N/A | N/A | MMSEb | Postintervention | 0 |
| Yang [ | Control | N/A | N/A | N/A | MMSE, CDRc | Postintervention | 0 |
| Tarnanas [ | Control, conventional cognitive activities | 90 | 2 | 21 | MMSE | Postintervention | 9 |
| Cavallo [ | Control | 30 | 3 | 12 | MMSE | Postintervention, 24-week follow-up | 4 |
| Zhuang [ | Control | N/A | N/A | N/A | ACE-Rd | Postintervention | 10 |
| Thapa [ | Control | 30-50 | 1 | 8 | MMSE | Postintervention | 2 |
| Jahouh [ | Control | N/A | N/A | N/A | MMSE, GDSe | Postintervention | NRf |
| Robert [ | Control | N/A | N/A | N/A | MMSE | Postintervention, 12-week follow-up | 3 |
| Singh [ | 1: Conventional exercises + sham cognitive training | 1: 75 | 2 | 25 | ADAS-Cogg | Postintervention, 74-week follow-up | 14 |
| van Santen [ | Conventional exercises | N/A | 5 | 25 | MMSE | Mid-intervention, Postintervention | 28 |
| Liao [ | Conventional exercises | 60 | 3 | 12 | MoCAh | Postintervention | 15 |
| Amjad [ | Conventional exercises | 25-30 | 5 | 6 | MMSE, MoCA | Postintervention | 6 |
| Hagovská [ | Conventional exercises | 30 | 7 | 10 | MMSE | Postintervention | 2 |
| Hagovská [ | Conventional exercises | 30 | 7 | 10 | ACE | Postintervention | 2 |
| Gooding [ | Empirically validated serious game, commercially available serious game | 60 | 2 | 17 | MMSE + WAIS-Ri | Postintervention | 22 |
aN/A: not applicable.
bMMSE: Mini-Mental State Examination.
cCDR: Clinical Dementia Rating Scale.
dACE-R: Addenbrooke Cognitive Examination-Revised.
eGDS: Global Deterioration Scale.
fNR: not reported.
gADAS-Cog: Alzheimer Disease Assessment Scale-Cognitive.
hMoCA: Montreal Cognitive Assessment.
iWAIS-R: Wechsler Adult Intelligence Scale-Revised.
Figure 2Review authors’ judgements about each “risk of bias” domain.
Figure 3Forest plot of 9 studies (11 comparisons) comparing the effect of serious games to a control in terms of global cognition.
Figure 4Forest plot of 5 studies (7 comparisons) comparing the effect of serious games to conventional exercises in terms of global cognition.
Figure 5Forest plot of 10 studies (14 comparisons) comparing the effect of cognitive training games to control and conventional exercises in terms of global cognition.
Figure 6Forest plot of 3 studies (4 comparisons) comparing the effect of exergames to control and conventional exercises in terms of global cognition.