| Literature DB >> 36141638 |
S Shapoval1, Mercé Gimeno-Santos2, Amaia Mendez Zorrilla1, Begoña Garcia-Zapirain1, Myriam Guerra-Balic2, Sara Signo-Miguel2, Olga Bruna-Rabassa2.
Abstract
(1) Background: Throughout the history of medical and psychology practice, specialists have worked to improve the quality of treatment and rehabilitation, which has led to the emergence of concepts such as serious games. These tools focus on different areas of intervention procedures, one of which is to help people with intellectual disability (ID). Individuals with ID have problems with executive functions (EFs), which are related to adaptive functioning. Recent studies showed that serious games positively impact cognitive, social, and communication skills in people with ID. The purpose of this study is to analyze the solutions that have been found in EF training for adults with ID in recent years, evaluating them with a number of key parameters and identifying the features and possible problems in the further development of our system. (2)Entities:
Keywords: adults; cognitive functions; executive functions; game training; intellectual disability; mobile app; serious game
Mesh:
Year: 2022 PMID: 36141638 PMCID: PMC9517401 DOI: 10.3390/ijerph191811369
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 4.614
Key research questions for the study presented.
| Research Questions | Expected Answer or Purpose |
|---|---|
| Q1—What are the characteristics of the participants in the studies? | To know the type and severity of the population with ID that is addressed in these serious games |
| Q2—Which executive functions does the study mainly focus on? | Analysis of priority target executive functions |
| Q3—Do serious games have a positive impact on the EFs of participants? | Analysis of outcome results on executive functions |
| Q4—What is the most common platform for developing target applications? | Identifying the most common platform for development |
Database search results.
| Keyword | Database | ||||||
|---|---|---|---|---|---|---|---|
| ACM | IEEE | DBLP | Scholar | PubMed | SCOPUS | PsycInfo | |
| Intellectual Disability | 18005 | 111 | 21 | 184000 | 21127 | 20655 | 63 |
| Cognitive | 24113 | 26220 | 7164 | 1140000 | 270843 | 343373 | 22 |
| Game | 35751 | 27217 | 11409 | 1060000 | 15650 | 134404 | 0 |
| Serious Game | 48082 | 2417 | 621 | 454000 | 947 | 7780 | 0 |
| Mobile App | 63687 | 5422 | 3416 | 281000 | 14196 | 19069 | 73 |
| Executive Function | 24686 | 60 | 70 | 1170000 | 21029 | 32104 | 809 |
| (Intellectual disability) AND (Game) | 48991 | 33 | 4 | 21000 | 35 | 275 | 1 |
| (Cognitive) AND (Serious Game) | 62507 | 268 | 19 | 72100 | 211 | 982 | 2 |
| (Intellectual disability) AND (Mobile App) | 73440 | 6 | 1 | 10700 | 31 | 37 | 0 |
| (Executive Function) AND (Serious games) | 25463 | 12 | 1 | 17000 | 30 | 452 | 799 |
| (Mobile App) AND (Intellectual Disability) | 10405 | 7 | 2 | 16100 | 42 | 18 | 67 |
Figure 1Flow chart.
List of criteria for the analysis of articles’ quality [36].
| Item Number | Description | Value | Weight | |
|---|---|---|---|---|
| About the text of the article | 1 | Provide in the abstract an informative and balanced summary of what was performed and what was found | 1, 2, 3 (bad disc, average quality, good quality) | 1 |
| 2 | Give the eligibility criteria and the sources and methods of the selection of participants | 1, 2, 3 (less than 10, more than 10, more than 50, 0 if no information) | ||
| 3 | Discuss limitations of the study, considering sources of potential bias or imprecision | 1/0 (were they in the study or not, 0—was, 1—was not) | ||
| 4 | Cautious overall interpretation of results considering objectives, limitations, and a multiplicity of analyses | 1, 2, 3 (bad disc, average quality, good quality) | 1 | |
| 5 | Results from similar studies and other relevant evidence | 1/0 (new solution/based on existing one) | 0.5 | |
| Other quality metrics | 6 | Was the study or method based on an existing solution? | 1/0 (1—public/0—private) | 2 |
| 7 | Was the dataset used in the research public or private? | 1/0 (yes/no) | 1 | |
| 8 | Is the application public? | 1-2-3 | 0.5 | |
| 9 | Innovation? | 1/0 (yes/no) | 0.5 | |
| 10 | Do testers show better results using the solution presented? | 1-5 (depends on year and citations) | 1 | |
| Additional | 11 | Number of citations/years? | 1, 2, 3 (PC, mobile, multiplatform) | 0.5 |
| 12 | Platform | 1—journal, 0—conference | 0.5 | |
| Quality criteria | Journal/conference | High | ||
| 18 or higher | Medium | |||
| 14–17 | Low |
Quality analysis of selected articles including executive and cognitive functions.
| Article/Reference | Item | Result | Impact | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| About the Text of the | Other Quality Metrics | Extra | |||||||||||||
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | ||||
| 1 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 2 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 3 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 4 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 5 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 6 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 7 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 8 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 9 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
| 10 |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Main review of studied applications.
| Reference | Year | Country | App/Software Used | Platform | Oriented to | Description of Applications |
|---|---|---|---|---|---|---|
| 2015 | USA | No information | Mobile | Training | Augmented reality navigation application was functionally the most effective condition, in the context of supporting people with intellectual disorder by teaching navigation skills. | |
| 2016 | Spain | No information | PC | Education | Naming ability, visual memory, comprehension, and vasoconstriction contributed the most to the predictive models regarding performance on the Armoni activities. | |
| 2018 | Spain | Based on Google Maps | Multiplatform | Training | Tendency for users to use the same character in all the sessions; we did not observe differences in the play patterns between the players that customized the character and those who did not. | |
| 2019 | Spain | No information | PC | Education | The article presents a version of a game system to teach people the basics of social aspects, namely the use of public transportation. | |
| 2019 | Netherland | No information | PC | Learning | The serious game “You & I” aims to improve mentalizing abilities in adults with mild to borderline intellectual disabilities. | |
| 2019 | USA | Unity | Mobile | Training | The Emotion4Down video game, a serious videogame that supports the emotional awareness of people with Down syndrome. | |
| 2019 | Czech Republic | No information | PC | Education | The presented research examined whether a web course could be an effective educational technology for people with intellectual disabilities focusing on the repetition of knowledge. | |
| 2020 | USA | Unity | Multiplatform | Training | Results indicate the intervention was effective for increasing independence among all participants. | |
| 2020 | Norway | No information | Mobile platform | Learning | The results of the study will determine the effectiveness and sustainability of a tailored mHealth support intervention to increase PA in youth and adults with IDs. | |
| 2020 | United Kingdom | Unity | Mobile platform | Training | Has the potential to assist people with |
Selected studies including executive and cognitive functions.
| Article/Reference | Studding Functions | ||
|---|---|---|---|
| Executive | Cognitive | ||
| 1 | Planning, Decision-Making | Orientation, Visuospatial Abilities | |
| 2 | Planning, Working Memory, Flexibility, Inhibition | Visuospatial abilities, Gnosis, Memory, Praxis, Attention, Language | |
| 3 | Planning, Working Memory, Flexibility, Inhibition, Behavioral Regulation, Social Cognition, Decision-Making | Orientation, Visuospatial Abilities, Gnosis, Memory, Praxis, Attention, Language | |
| 4 | Planning, Working Memory, Flexibility, Inhibition, Behavioral Regulation, Social Cognition, Decision-Making | Orientation, Visuospatial Abilities, Gnosis, Memory, Praxis, Attention, Language | |
| 5 | Social Cognition, Decision-Making | Memory, Gnosis, Praxis | |
| 6 | Social Cognition, Decision-Making | Attention, Memory, Gnosis | |
| 7 | Planning, Working Memory, Decision-Making | Visuospatial Abilities, Gnosis, Memory, Praxis | |
| 8 | Planning, Working Memory, Behavioral Regulation | Gnosis, Memory, Attention | |
| 9 | Planning, Behavioral Regulation, Decision-Making | Orientation, Visuospatial Abilities, Praxis | |
| 10 | Planning, Social Cognition, Decision-Making | Memory, Gnosis | |
Figure 2Statistics on the focus of research in relation to the main executive and cognitive functions.
Demographics, type and level of ID, objectives, designs, results, and outcome about the serious games selected.
| Reference | N | Age | Sex | Type ID | Level ID | Objectives | Design | Result/Conclusion |
|---|---|---|---|---|---|---|---|---|
| 6 | 18–24 | 4 males and 2 females | Mild to moderate ID | IQ 48–62 | Effects of digital navigation aids on adults | Teaching young adults with ID to (a) access the necessary technology, (b) apply the knowledge needed to use the tool or app, (c) make a decision based on the information obtained, and (d) utilize embedded digital supports; learners with disabilities can navigate independently in complex environments such as college campuses and large cities | The results indicated that the augmented reality navigation application was functionally the most | |
| 59 | 19–56 | 46% female 54% male | Etiology of ID was heterogeneous and, in many cases, unknown | Mild, moderate, or severe | Determine the cognitive mechanisms underlying 16 activities included in Armoni, a computerized cognitive training program for individuals with ID, in order to validate its use with this population | Participants were given the task instructions and were encouraged to complete the activity; cognitive testing was conducted in two sessions, with the original test instructions being slightly modified to facilitate comprehension | Most of these activities showed a significant correlation with visuoconstruction | |
| 51 | 19–41 | - | 58,8% Down syndrome | Mild cognitive disability or certain types of autism spectrum disorder | The use of a serious game to train students with intellectual disabilities in traveling on the subway as a complement to traditional training | Used standards-based game learning analytics techniques to collect and analyze learning data both off-line and in near-real-time while the users were playing the video game; analyzes and assesses the evidence data collected using analytics during the game sessions, such as time completing tasks, inactivity times, or the number of correct/incorrect stations while traveling | Differences between high-functioning and medium-functioning users were found; the fact that almost all of the students completed at least one route without mistakes, the general improvement through sessions, and the low mistake ratio were good indicators of the appropriateness of the game design | |
| 51 | 19–41 | - | 58.8% Down | Mild cognitive disability or certain types of autism spectrum disorder | The use of a serious game to train students with intellectual disabilities in traveling on the subway as a complement to traditional training | Evidence-based approach for evaluating the game design of Downtown, A Subway Adventure, a game created to improve independent living in users with ID | The proposed evidence-based approach using game analytics information is an effective way to evaluate both the game design and the implementation, especially in situations where other types of evaluations that require users’ involvement are limited | |
| 172 adults with MBID, | 18 years or older | - | Adults | IQ ranging between 50 and 85 adults with mild to borderline intellectual disabilities | Examine the effectiveness of the serious game “You & I” in changing mentalizing abilities and stress regulation | Randomized controlled trial (RCT) with a baseline, a post test after 4 weeks, and a follow-up assessment after 6–8 weeks | The serious game “You & I” aims to improve mentalizing abilities in adults with mild to borderline intellectual | |
| 7 | 31–36 | - | Adults with Down syndrome | Mild cognitive disability | Creation of the initial design characteristics that emerged from the contextual study | During the videogame testing sessions, it was observed that videogames using touch-based interaction are a valuable tool for supporting skills of people with Down syndrome since they provide a natural interaction for them, and they could also help them practice fine motor skills | The results from the contextual study indicate that people with Down syndrome have different emotional | |
| 10 | 37–62 | - | 5 perinatal hypoxia–ischemia | 5 mild, | Verify whether a web course could be an effective educational tool for people with intellectual disabilities | Validated observation T-tests were used to compare means | A web course, with specific content that consists of video or animation, combined with the use of pictograms for confident navigation, can be used by people with intellectual disabilities with good results; repetition using the web course was a better method than simple verbal repetition only | |
| 3 | - | 2 male 1 female | 1 William syndrome, 1 Down syndrome 1 1 attention deficit hyperactivity disorder and atypical behaviors of pervasive developmental disorder | IQ-63, IQ-52 | The design was used to examine the efficacy of an augmented reality | Multiple-baseline designs were used for the intervention. One participant received the intervention, while the others remained in the baseline condition; material: HP reveal and the social validity questionnaire determine the efficacy of an intervention when the participants are unlikely to return to baseline levels after being introduced to the intervention | The intervention was effective for increasing independence among all participants; the use of augmented reality is an effective tool for teaching daily living skills to adults with ID; using augmented reality) as an intervention is not only effective, but practical for use in natural environments | |
| 60 | 18–60 | - | Adults with low activity and mild ID | Mild ID | Design was used to measure physical, memory, and planning functions | The current study had a randomized controlled clinical design with assessments at baseline, 3 months, and 6 months; participants will receive either the tailored mHealth-supported PA program or standard care with access to the mHealth support system once the trial was complete; family and care staff will be involved in the program for support and follow-up | The Self-Efficacy/Social Support for Activity for Persons with Intellectual Disability scale [ | |
| 10 | 18–60 | 5 males and 5 females | Adults with mild ID | Mild ID | Augmentative and alternative | Participation in four tasks: focus group, image board, paper prototype, and prototype evaluation, with these tasks previously being adjusted (with the help of experts in ID) to cater to the accessibility needs of the participants | Such technologies can promote communication between general practitioners and patients with mild ID by extracting symptoms in advance of the consultation via an accessible questionnaire; the application can |
Figure 3Results of the review of Table 6 and Table 7: (a) amount of papers published per country; (b) aimed platform statistics.
Figure 4Aimed age category.