The performance of serious games for enhancing attention in cognitively impaired older adults

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作者
Alaa Abd-alrazaq
Israa Abuelezz
Eiman Al-Jafar
Kerstin Denecke
Mowafa Househ
Sarah Aziz
Arfan Ahmed
Ali Aljaafreh
Rawan AlSaad
Javaid Sheikh
机构
[1] AI Center for Precision Health,Division of Information and Computing Technology, College of Science and Engineering
[2] Weill Cornell Medicine-Qatar,Institute for Medical Informatics
[3] Hamad Bin Khalifa University,Department of Management Information Systems, School of Business
[4] Qatar Foundation,undefined
[5] Kuwait Health Informatics Association,undefined
[6] Bern University of Applied Science,undefined
[7] Mutah University,undefined
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摘要
Attention, which is the process of noticing the surrounding environment and processing information, is one of the cognitive functions that deteriorate gradually as people grow older. Games that are used for other than entertainment, such as improving attention, are often referred to as serious games. This study examined the effectiveness of serious games on attention among elderly individuals suffering from cognitive impairment. A systematic review and meta-analyses of randomized controlled trials were carried out. A total of 10 trials ultimately met all eligibility criteria of the 559 records retrieved. The synthesis of very low-quality evidence from three trials, as analyzed in a meta-study, indicated that serious games outperform no/passive interventions in enhancing attention in cognitively impaired older adults (P < 0.001). Additionally, findings from two other studies demonstrated that serious games are more effective than traditional cognitive training in boosting attention among cognitively impaired older adults. One study also concluded that serious games are better than traditional exercises in enhancing attention. Serious games can enhance attention in cognitively impaired older adults. However, given the low quality of the evidence, the limited number of participants in most studies, the absence of some comparative studies, and the dearth of studies included in the meta-analyses, the results remain inconclusive. Thus, until the aforementioned limitations are rectified in future research, serious games should serve as a supplement, rather than a replacement, to current interventions.
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