A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects

被引:20
|
作者
Shahmoradi, Leila [1 ]
Mohammadian, Fatemeh [2 ]
Rahmani Katigari, Meysam [1 ]
机构
[1] Univ Tehran Med Sci, Sch Allied Med Sci, Dept Hlth Informat Management, Tehran 1417744361, Iran
[2] Univ Tehran Med Sci, Roozbeh Hosp, Dept Psychiat, Tehran 13337159140, Iran
关键词
TRAUMATIC BRAIN-INJURY; COMPUTERIZED COGNITIVE REHABILITATION; OF-THE-LITERATURE; VIDEO-GAMES; MULTIPLE-SCLEROSIS; CHILDREN; DEFICITS; PEOPLE; MEMORY; TBI;
D O I
10.1155/2022/2017975
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
Attention is a basic and main mental task and can play an important role in the functioning of other brain abilities such as intelligence, memory, learning, and perception, and its deficit occurs in 80% of patients with traumatic brain injury. The use of game-based tools for rehabilitation is rapidly expanding. Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. Serious games serve a specific purpose in addition to entertainment. They can be more engaging than exercises since they replace reward and motivation systems with real-world motivations as a complement for rehabilitation activities. This study was aimed at identifying and categorizing serious computer games used for attention rehabilitation and evaluating their effects. Six electronic databases (Scopus, PubMed, ISI, Embase, IEEE, and Cochrane) were searched in August 2021. The search strategy consisted of three main concepts of "serious game", "cognitive deficits", and "cognitive rehabilitation". The inclusion criteria were (1) journal articles, (2) English language, (3) being published in the last 10 years, (4) human participants, and (5) game-based intervention. In the 30 included studies, 22 unique games were utilized for attention rehabilitation. Lumosity (20%), Brain Age (Dr. Kawashima's Brain Training) (10%), and MoHRS (6.66%) were the most common games among the studies. There were (57%) casual, (23%) action, (10%) simulation, and (10%) multiple genres. Of the 47 tools used in the studies, 5 utilized cross-modal oddball attention tasks, 4 utilized game performance, 3 utilized the paced auditory serial additional test (PASAT), and the rest employed other tools. A total of 73 outcome measures were related to attention, 42 measures did not have significant results, 30 were significantly improved, 1 was significantly deteriorated, and 4 articles did not have any specific measures for attention evaluation. Thus, the results revealed the positive effect of serious games on attention. However, issues such as absence of scientific teams, the variety of the disorders that cause defects, the variety of criteria, differences in measurements, lack of long-term follow-up, insufficient RCT studies, and small sample sizes should be considered when designing, developing, and using game-based systems to prevent bias.
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页数:32
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