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A Pilot Study of Interactive-Video Games in People with Mild Cognitive Impairment

Yu-Fang Lin, Megan F. Liu, Mu-Hsing Ho, Yen-Kuang Lin, Yu-Ling Hsiao, Ming-Hsu Wang, Chia-Chi Chang and Jed Montayre
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Yu-Fang Lin: School of Nursing, College of Nursing, Taipei Medical University, Taipei 11031, Taiwan
Megan F. Liu: School of Gerontology Health Management, College of Nursing, Taipei Medical University, Taipei 11031, Taiwan
Mu-Hsing Ho: School of Nursing, LKS Faculty of Medicine, The University of Hong Kong, Pokfulam, Hong Kong
Yen-Kuang Lin: Graduate Institute of Athletics and Coaching Science, College of Athletics, National Taiwan Sport University, Taoyuan 33301, Taiwan
Yu-Ling Hsiao: Department of Nursing, College of Medicine, Fu Jen Catholic University, New Taipei City 242062, Taiwan
Ming-Hsu Wang: Center for General Education, Taipei Medical University, Taipei 11031, Taiwan
Chia-Chi Chang: School of Gerontology Health Management, College of Nursing, Taipei Medical University, Taipei 11031, Taiwan
Jed Montayre: School of Nursing and Midwifery, Western Sydney University, Sydney, NSW 2560, Australia

IJERPH, 2022, vol. 19, issue 6, 1-14

Abstract: Early preventive strategies for improving cognitive function are crucial for people with mild cognitive impairment (MCI). Cognitive training exercises may improve cognitive functioning. However, there was limited evidence from training programs that combined cognitive-specific and physical activities, particularly in using interactive video games as interventions. This study aimed to evaluate the feasibility and effects of the interactive-video games on cognitive function, physical function, mood status and quality of life in community-dwelling people with MCI. A quasi-experimental study was undertaken. Participants in the intervention group received 60 min group-based training program once per week for 12 weeks. A generalised estimating equation (GEE) was used to examine the main effect, interactions and changes in outcomes over time. Sixteen participants completed the trial with eight in the intervention group and eight in the comparison group. The tolerable acceptance rate, perfect attendance rate, high satisfaction with the training content, and no injuries or falls demonstrated the feasibility of this program. The scores of cognitive function increased in both groups and the interaction between time and groups were significant over 12 weeks of training ( p < 0.05). As the result, we determined that interactive-video games can be a safe, feasible, enjoyable intervention and user-friendly among people with MCI in community settings.

Keywords: cognitive dysfunction; computer-assisted instruction; feasibility studies; independent living; video games (search for similar items in EconPapers)
JEL-codes: I I1 I3 Q Q5 (search for similar items in EconPapers)
Date: 2022
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