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...

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Main Authors: Yeseul Choi, Jae-Sung Lim, Hagyun Choi, Yong Hoe Ryu, Eunkyung Seong, Inseok Park, Dong Won Kang, Jae-Hong Lee, Dong-Wha Kang
Format: Article
Language:English
Published: Nature Portfolio 2025-01-01
Series:Scientific Reports
Online Access:https://doi.org/10.1038/s41598-024-84086-9
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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.
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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
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