Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial.

Urwyler, Prabitha; Gupta, Rajnish Kumar; Falkner, Michael; Niklaus, Joël; Müri, René Martin; Nef, Tobias (2023). Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial. JMIR aging, 6, e46177. JMIR Publications 10.2196/46177

[img]
Preview
Text
document.pdf - Published Version
Available under License Creative Commons: Attribution (CC-BY).

Download (737kB) | Preview

BACKGROUND

Promoting cognitive health is key to maintaining cognitive and everyday functions and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is through engagement in cognitive activities (eg, board and video games).

OBJECTIVE

This study aims to investigate the benefits of dynamic adaptive casual puzzle games on cognitive function and well-being in healthy adults and older people.

METHODS

A total of 12 adults and older people (female participants: n=6; mean age 58.92, SD 10.28 years; range 46-75 years) were included in this pilot randomized controlled trial. This study used a crossover design with two phases (8 weeks each) and three measurement waves (pretest, midtest, and posttest). The participants were randomly allocated either to the control or experimental group. In the control group, participants read newspapers between the pre- and midtest, then switched to cognitive training with puzzle games. In the experimental group, the interventions were reversed. Baseline measurements (pretest) were collected before the intervention. The interventions were delivered on tablet computers and took place unsupervised at participants' homes.

RESULTS

The outcome measures included global cognitive function, higher cognitive function, and emotional well-being at 3 time points (pretest, midtest, and posttest) using standardized neuropsychological tests. The participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention.

CONCLUSIONS

The study showed that digital games are a feasible way to train cognition in healthy adults and older people. The algorithm-based dynamic adaption allows accommodations for persons with different cognitive levels of skill. The results of the study will guide future prevention efforts and trials in high-risk populations.

Item Type:

Journal Article (Original Article)

Division/Institute:

04 Faculty of Medicine > Department of Head Organs and Neurology (DKNS) > Clinic of Neurology
04 Faculty of Medicine > University Psychiatric Services > University Hospital of Geriatric Psychiatry and Psychotherapy
10 Strategic Research Centers > ARTORG Center for Biomedical Engineering Research > ARTORG Center - Gerontechnology and Rehabilitation

UniBE Contributor:

Urwyler-Harischandra, Prabitha, Falkner, Michael Graeme, Niklaus, Joël, Müri, René Martin, Nef, Tobias

Subjects:

600 Technology > 610 Medicine & health
600 Technology > 650 Management & public relations
000 Computer science, knowledge & systems
100 Philosophy > 150 Psychology
500 Science > 510 Mathematics

ISSN:

2561-7605

Publisher:

JMIR Publications

Language:

English

Submitter:

Pubmed Import

Date Deposited:

03 Nov 2023 12:40

Last Modified:

12 Nov 2023 02:34

Publisher DOI:

10.2196/46177

PubMed ID:

37916859

Uncontrolled Keywords:

RCT adults aging cognitive assessment elderly older adult puzzle games randomized controlled trial visual attention well-being

BORIS DOI:

10.48350/188530

URI:

https://boris.unibe.ch/id/eprint/188530

Actions (login required)

Edit item Edit item
Provide Feedback