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1.
J Med Internet Res ; 25: e43607, 2023 04 12.
Artigo em Inglês | MEDLINE | ID: mdl-37043277

RESUMO

BACKGROUND: Learning disabilities are among the major cognitive impairments caused by aging. Among the interventions used to improve learning among older adults are serious games, which are participative electronic games designed for purposes other than entertainment. Although some systematic reviews have examined the effectiveness of serious games on learning, they are undermined by some limitations, such as focusing on older adults without cognitive impairments, focusing on particular types of serious games, and not considering the comparator type in the analysis. OBJECTIVE: This review aimed to evaluate the effectiveness of serious games on verbal and nonverbal learning among older adults with cognitive impairment. METHODS: Eight electronic databases were searched to retrieve studies relevant to this systematic review and meta-analysis. Furthermore, we went through the studies that cited the included studies and screened the reference lists of the included studies and relevant reviews. Two reviewers independently checked the eligibility of the identified studies, extracted data from the included studies, and appraised their risk of bias and the quality of the evidence. The results of the included studies were summarized using a narrative synthesis or meta-analysis, as appropriate. RESULTS: Of the 559 citations retrieved, 11 (2%) randomized controlled trials (RCTs) ultimately met all eligibility criteria for this review. A meta-analysis of 45% (5/11) of the RCTs revealed that serious games are effective in improving verbal learning among older adults with cognitive impairment in comparison with no or sham interventions (P=.04), and serious games do not have a different effect on verbal learning between patients with mild cognitive impairment and those with Alzheimer disease (P=.89). A meta-analysis of 18% (2/11) of the RCTs revealed that serious games are as effective as conventional exercises in promoting verbal learning (P=.98). We also found that serious games outperformed no or sham interventions (4/11, 36%; P=.03) and conventional cognitive training (2/11, 18%; P<.001) in enhancing nonverbal learning. CONCLUSIONS: Serious games have the potential to enhance verbal and nonverbal learning among older adults with cognitive impairment. However, our findings remain inconclusive because of the low quality of evidence, the small sample size in most of the meta-analyzed studies (6/8, 75%), and the paucity of studies included in the meta-analyses. Thus, until further convincing proof of their effectiveness is offered, serious games should be used to supplement current interventions for verbal and nonverbal learning rather than replace them entirely. Further studies are needed to compare serious games with conventional cognitive training and conventional exercises, as well as different types of serious games, different platforms, different intervention periods, and different follow-up periods. TRIAL REGISTRATION: PROSPERO CRD42022348849; https://tinyurl.com/y6yewwfa.


Assuntos
Doença de Alzheimer , Disfunção Cognitiva , Jogos Eletrônicos de Movimento , Memória Episódica , Idoso , Humanos , Disfunção Cognitiva/terapia , Exercício Físico , Aprendizagem
2.
NPJ Digit Med ; 6(1): 122, 2023 Jul 08.
Artigo em Inglês | MEDLINE | ID: mdl-37422507

RESUMO

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.

3.
JMIR Serious Games ; 10(1): e32331, 2022 Jan 14.
Artigo em Inglês | MEDLINE | ID: mdl-35029530

RESUMO

BACKGROUND: Depression is a common mental disorder characterized by disturbances in mood, thoughts, or behaviors. Serious games, which are games that have a purpose other than entertainment, have been used as a nonpharmacological therapeutic intervention for depression. Previous systematic reviews have summarized evidence of effectiveness of serious games in reducing depression symptoms; however, they are limited by design and methodological shortcomings. OBJECTIVE: This study aimed to assess the effectiveness of serious games in alleviating depression by summarizing and pooling the results of previous studies. METHODS: A systematic review of randomized controlled trials (RCTs) was conducted in accordance with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement. The search sources included 6 bibliographic databases (eg, MEDLINE, PsycINFO, IEEE Xplore), the search engine "Google Scholar," and backward and forward reference list checking of the included studies and relevant reviews. Two reviewers independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. Results of the included studies were synthesized narratively and statistically, as appropriate, according to the type of serious games (ie, exergames or computerized cognitive behavioral therapy [CBT] games). RESULTS: From an initial 966 citations retrieved, 27 studies met the eligibility criteria, and 16 studies were eventually included in meta-analyses. Very low-quality evidence from 7 RCTs showed no statistically significant effect of exergames on the severity of depressive symptoms as compared with conventional exercises (P=.12). Very low-quality evidence from 5 RCTs showed a statistically and clinically significant difference in the severity of depressive symptoms (P=.004) between exergame and control groups, favoring exergames over no intervention. Very low-quality evidence from 7 RCTs showed a statistically and clinically significant effect of computerized CBT games on the severity of depressive symptoms in comparison with no intervention (P=.003). CONCLUSIONS: Serious games have the potential to alleviate depression as other active interventions do. However, we could not draw definitive conclusions regarding the effectiveness of serious games due to the high risk of bias in the individual studies examined and the low quality of meta-analyzed evidence. Therefore, we recommend that health care providers consider offering serious games as an adjunct to existing interventions until further, more robust evidence is available. Future studies should assess the effectiveness of serious games that are designed specifically to alleviate depression and deliver other therapeutic modalities, recruit participants with depression, and avoid biases by following recommended guidelines for conducting and reporting RCTs. TRIAL REGISTRATION: PROSPERO International Prospective Register of Systematic Reviews CRD42021232969; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=232969.

4.
JMIR Serious Games ; 10(3): e35202, 2022 Aug 09.
Artigo em Inglês | MEDLINE | ID: mdl-35943792

RESUMO

BACKGROUND: Memory, one of the main cognitive functions, is known to decline with age. Serious games have been used for improving memory in older adults. The effectiveness of serious games in improving memory has been assessed by many studies. To draw definitive conclusions about the effectiveness of serious games, the findings of these studies need to be pooled and aggregated. OBJECTIVE: This study aimed to assess the effectiveness of serious games in improving memory in older adults with cognitive impairment. METHODS: A systematic review of randomized controlled trials was carried out. The search sources included 8 databases, the reference lists of the included studies and relevant reviews, and the studies that cited the included studies. In total, 2 reviewers (AA and MH) independently carried out the study selection, data extraction, risk of bias assessment, and quality of evidence appraisal. Extracted data were synthesized using a narrative approach and a statistical approach (ie, multilevel meta-analysis), as appropriate. RESULTS: Of the 618 citations retrieved, 18 (2.9%) met the eligibility criteria for this review. Of these 18 studies, 15 (83%) randomized controlled trials were included in 10 multilevel meta-analyses. We found that serious games were more effective than no or passive interventions in improving nonverbal memory (P=.02; standardized mean difference [SMD]=0.46, 95% CI 0.09-0.83) and working memory (P=.04; SMD=0.31, 95% CI 0.01-0.60) but not verbal memory (P=.13; SMD=0.39, 95% CI -0.11 to 0.89). The review also showed that serious games were more effective than conventional exercises in improving verbal memory (P=.003; SMD=0.46, 95% CI 0.16-0.77) but not nonverbal memory (P=.30; SMD=-0.19, 95% CI -0.54 to 0.17) or working memory (P=.99; SMD=0.00, 95% CI -0.45 to 0.45). Serious games were as effective as conventional cognitive activities in improving verbal memory (P=.14; SMD=0.66, 95% CI -0.21 to 1.54), nonverbal memory (P=.94; SMD=-0.01, 95% CI -0.32 to 0.30), and working memory (P=.08; SMD=0.37, 95% CI -0.05 to 0.78) among older adults with cognitive impairment. Finally, the effect of adaptive serious games on working memory was comparable with that of nonadaptive serious games (P=.08; SMD=0.18, 95% CI -0.02 to 0.37). CONCLUSIONS: Serious games have the potential to improve verbal, nonverbal, and working memory in older adults with cognitive impairment. However, our findings should be interpreted cautiously given that most meta-analyses were based on a few studies (≤3) and judged to have a low quality of evidence. Therefore, serious games should be offered as a supplement to existing proven and safe interventions rather than as a complete substitute until further, more robust evidence is available. Future studies should investigate the short- and long-term effects of serious games on memory and other cognitive abilities among people of different age groups with or without cognitive impairment.

5.
Stud Health Technol Inform ; 295: 108-111, 2022 Jun 29.
Artigo em Inglês | MEDLINE | ID: mdl-35773818

RESUMO

This article intended to carry out a systematic review on the effectiveness of serious games for language processing among older adults with cognitive impairment. Out of 548 retrieved records, six randomized controlled trials (RCTs) eventually met the eligibility criteria. A meta-analysis of four studies showed that serious games are more effective than no/passive interventions in enhancing language processing among older adults with cognitive impairment (p=0.008). Further, a statistically significant effect of serious games on language processing when compared with conventional cognitive activities and conventional exercises was reported in two RCTs. Other RCTs found that exergames are as effective as computerized cognitive training games in improving language processing. Serious games should be offered or used as complementary (i.e., not a substitute) to the current interventions. For there to be definitive conclusions about the efficacy of serious games on language processing more trials are needed.


Assuntos
Transtornos Cognitivos , Disfunção Cognitiva , Idoso , Cognição , Disfunção Cognitiva/terapia , Exercício Físico , Humanos , Idioma
6.
Stud Health Technol Inform ; 295: 112-115, 2022 Jun 29.
Artigo em Inglês | MEDLINE | ID: mdl-35773819

RESUMO

We explore the effectiveness of serious games for visuospatial abilities among older adults with cognitive impairment by conducting a systematic review. Out of 548 identified publications, seven randomized controlled trials (RCTs) were included in this review. According to a meta-analysis of four RCTs, there is no statistically significant difference (p=0.28) in visuospatial abilities between serious game and control groups. Further, the included RCTs noted no statistically significant difference in the visuospatial ability when comparing serious games to conventional exercise (one study) and other serious games (two studies). One RCT demonstrated a statistically significant effect of serious games on the visuospatial ability when compared with conventional cognitive training. This review could not prove the effectiveness of serious games in enhancing visuospatial abilities for older adults with cognitive impairment. Thus, serious games should not be offered or used for enhancing visuospatial abilities amongst the elderly population with cognitive impairment. More robust RCTs are needed to make firm conclusions on the efficacy of serious games.


Assuntos
Transtornos Cognitivos , Disfunção Cognitiva , Navegação Espacial , Idoso , Transtornos Cognitivos/psicologia , Disfunção Cognitiva/terapia , Exercício Físico , Humanos
7.
Appl Clin Inform ; 12(4): 924-932, 2021 08.
Artigo em Inglês | MEDLINE | ID: mdl-34587638

RESUMO

OBJECTIVES: This study investigated information security behaviors of professionals working in the public health sector to guide policymakers toward focusing their investments in infrastructure and training on the most vulnerable segments. We sought to answer the following questions: (1) Are certain professional demographics more vulnerable to cybersecurity threats? (2) Do professionals in different institution types (i.e., hospitals vs. primary care clinics) exhibit different cybersecurity behaviors? (3) Can Internet usage behaviors by professionals be indicative of their cybersecurity awareness and the risk they introduce? METHODS: A cross-sectional, anonymous, paper-based survey was distributed among professionals working in public health care organizations in Kuwait. Data were collected about each professional's role, experience, work environment, cybersecurity practices, and understanding to calculate a cybersecurity score which indicates their level of compliance to good cybersecurity practices. We also asked about respondents' internet usage and used K-means cluster analysis to segment respondents into three groups based on their internet activities at work. Ordinary least squares regression assessed the association between the collected independent variables in question on the overall cybersecurity behavior. RESULTS: A total of 453/700 (64%) were responded to the survey. The results indicated that professionals with more work experience demonstrated higher compliance with good cybersecurity practices. Interestingly, nurses demonstrate higher cybersecurity aptitude relative to physicians. Professionals that were less inclined to use the internet for personal use during their work demonstrated higher cybersecurity aptitude. CONCLUSION: Our findings provide some guidance regarding how to target health care professional training to mitigate cybersecurity risks. There is a need for ensuring that physicians receive adequate cybersecurity training, despite the opportunity costs and other issues competing for their attention. Additionally, classifying professionals based on their internet browsing patterns may identify individuals vulnerable to cybersecurity incidents better than more discrete indicators such as age or gender.


Assuntos
Segurança Computacional , Saúde Pública , Estudos Transversais , Pessoal de Saúde , Hospitais , Humanos
8.
Artigo em Inglês | MEDLINE | ID: mdl-23805063

RESUMO

Patient satisfaction has gained the focal position in well-planned healthcare delivery systems. The objective of this study was to investigate patient satisfaction with the quality of services provided before and after the implementation of electronic health records (EHRs) at Primary Health Care Centers (PHCCs) in Kuwait. A self-developed questionnaire was used. A random sampling was used to select 700 subjects. The response rate was 74 percent. The majority of participants (67 percent) were 19 to 34 years of age. Of the participants, 63 percent were female and 92 percent were Kuwaiti nationals. Before EHR implementation, respondents' disagreement regarding the doctor's carefulness in conducting the examination, uses of medical terminology, explanations for medication given, and time given for a patient was more than 30 percent. Disagreement regarding the rest of the questions related to the patient/physician relationship after EHR implementation was also higher (25 percent to 39 percent).


Assuntos
Registros Eletrônicos de Saúde , Satisfação do Paciente , Atenção Primária à Saúde , Adulto , Feminino , Humanos , Kuweit , Masculino , Controle de Qualidade , Inquéritos e Questionários
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