Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment
Abstract Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four...
Saved in:
Main Authors: | , , , , , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
Nature Portfolio
2025-01-01
|
Series: | Scientific Reports |
Online Access: | https://doi.org/10.1038/s41598-024-84086-9 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
_version_ | 1841559743236145152 |
---|---|
author | Yeseul Choi Jae-Sung Lim Hagyun Choi Yong Hoe Ryu Eunkyung Seong Inseok Park Dong Won Kang Jae-Hong Lee Dong-Wha Kang |
author_facet | Yeseul Choi Jae-Sung Lim Hagyun Choi Yong Hoe Ryu Eunkyung Seong Inseok Park Dong Won Kang Jae-Hong Lee Dong-Wha Kang |
author_sort | Yeseul Choi |
collection | DOAJ |
description | Abstract Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.8(4.75)). At baseline and post-intervention, the participants received neuropsychological tests and a depression scale. Frontal function was assessed using the Corsi block-tapping test, Color Word Stroop Test, Controlled Oral Word Association Test, Digit Symbol Coding, and Trail Making Test-Elderly’s Version; depression was assessed using the Geriatric Depression Scale. User’s compliance and gaming experience were also evaluated. MCI patients showed significant improvements in frontal function, particularly in Digit Symbol Coding (mean ± SD, 0.47 ± 0.49, p = 0.007) and phonemic fluency (mean ± SD, 0.39 ± 0.55, p = 0.024). Each frontal subtest’s mean z-score was increased (mean ± SD, 0.44 ± 0.38, p = 0.008). Block span and depression scale remained unchanged. High adherence rates (122.35%) and favorable feedback on the gaming experience indicated that the game intervention’s usability boosted patients’ motivation and engagement. Our findings demonstrate that narrative game-based cognitive intervention was not only beneficial but also enjoyable for elderly MCI. |
format | Article |
id | doaj-art-74895361b92d4aedb9bd388e0e94bfda |
institution | Kabale University |
issn | 2045-2322 |
language | English |
publishDate | 2025-01-01 |
publisher | Nature Portfolio |
record_format | Article |
series | Scientific Reports |
spelling | doaj-art-74895361b92d4aedb9bd388e0e94bfda2025-01-05T12:15:50ZengNature PortfolioScientific Reports2045-23222025-01-011511810.1038/s41598-024-84086-9Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairmentYeseul Choi0Jae-Sung Lim1Hagyun Choi2Yong Hoe Ryu3Eunkyung Seong4Inseok Park5Dong Won Kang6Jae-Hong Lee7Dong-Wha Kang8Nunaps Inc.Department of Neurology, Asan Medical Center, University of Ulsan College of MedicineNunaps Inc.Nunaps Inc.Nunaps Inc.Nunaps Inc.Nunaps Inc.Department of Neurology, Asan Medical Center, University of Ulsan College of MedicineNunaps Inc.Abstract Although cognitive training has been proposed as a possible therapeutic modality for mild cognitive impairment (MCI), most serious games focus on specific tasks. This study aimed to investigate the feasibility and efficacy of narrative video game-based cognitive intervention for MCI. A four-week (± 1-week) mobile game intervention was given to 17 MCI participants (mean age (SD) = 72.8(4.75)). At baseline and post-intervention, the participants received neuropsychological tests and a depression scale. Frontal function was assessed using the Corsi block-tapping test, Color Word Stroop Test, Controlled Oral Word Association Test, Digit Symbol Coding, and Trail Making Test-Elderly’s Version; depression was assessed using the Geriatric Depression Scale. User’s compliance and gaming experience were also evaluated. MCI patients showed significant improvements in frontal function, particularly in Digit Symbol Coding (mean ± SD, 0.47 ± 0.49, p = 0.007) and phonemic fluency (mean ± SD, 0.39 ± 0.55, p = 0.024). Each frontal subtest’s mean z-score was increased (mean ± SD, 0.44 ± 0.38, p = 0.008). Block span and depression scale remained unchanged. High adherence rates (122.35%) and favorable feedback on the gaming experience indicated that the game intervention’s usability boosted patients’ motivation and engagement. Our findings demonstrate that narrative game-based cognitive intervention was not only beneficial but also enjoyable for elderly MCI.https://doi.org/10.1038/s41598-024-84086-9 |
spellingShingle | Yeseul Choi Jae-Sung Lim Hagyun Choi Yong Hoe Ryu Eunkyung Seong Inseok Park Dong Won Kang Jae-Hong Lee Dong-Wha Kang Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment Scientific Reports |
title | Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment |
title_full | Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment |
title_fullStr | Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment |
title_full_unstemmed | Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment |
title_short | Narrative mobile video game-based cognitive training to enhance frontal function in patients with mild cognitive impairment |
title_sort | narrative mobile video game based cognitive training to enhance frontal function in patients with mild cognitive impairment |
url | https://doi.org/10.1038/s41598-024-84086-9 |
work_keys_str_mv | AT yeseulchoi narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT jaesunglim narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT hagyunchoi narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT yonghoeryu narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT eunkyungseong narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT inseokpark narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT dongwonkang narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT jaehonglee narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment AT dongwhakang narrativemobilevideogamebasedcognitivetrainingtoenhancefrontalfunctioninpatientswithmildcognitiveimpairment |