Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke

被引:4
作者
Rozental-Iluz, Clara [1 ,2 ]
Zeilig, Gabi [3 ]
Weingarden, Harold [3 ]
Rand, Debbie [2 ]
机构
[1] Maccabi Healthcare Serv, Geriatr Clin, Bat Yam, Israel
[2] Tel Aviv Univ, Sch Hlth Profess, Dept Occupat Therapy, Sackler Fac Med, Tel Aviv, Israel
[3] Tel Aviv Univ, Dept Neurol Rehabil, Chaim Sheba Med Ctr Tel HaShomer, Sackler Fac Med, Tel Aviv, Israel
关键词
Video games; Neurological rehabilitation; Virtual reality exposure therapy; Cognition; PHYSICAL-ACTIVITY; OLDER-ADULTS; COGNITIVE FUNCTION; NORMATIVE DATA; VALIDITY; PEOPLE; PARTICIPATION; RELIABILITY; VALIDATION; POSTSTROKE;
D O I
暂无
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
BACKGROUND: Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions. AIM: The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke. DESIGN: This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation. METHODS: Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT). RESULTS: Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video game and traditional intervention, respectively (F-17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=I.2, P=0.28), without any statistical significance difference. CONCLUSIONS: Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed. CLINICAL REHABILITATION IMPACT: These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.
引用
收藏
页码:508 / 515
页数:8
相关论文
共 56 条
[1]   Video game training enhances cognitive control in older adults [J].
Anguera, J. A. ;
Boccanfuso, J. ;
Rintoul, J. L. ;
Al-Hashimi, O. ;
Faraji, F. ;
Janowich, J. ;
Kong, E. ;
Larraburo, Y. ;
Rolle, C. ;
Johnston, E. ;
Gazzaley, A. .
NATURE, 2013, 501 (7465) :97-+
[2]  
Arbuthnott K, 2000, J CLIN EXP NEUROPSYC, V22, P518, DOI 10.1076/1380-3395(200008)22:4
[3]  
1-0
[4]  
FT518
[5]   Reliability, validity, and clinical utility of the Executive Function Performance Test: A measure of executive function in a sample of people with stroke [J].
Baum, Carolyn M. ;
Connor, Lisa Tabor ;
Morrison, Tracy ;
Hahn, Michelle ;
Dromerick, Alexander W. ;
Edwards, Dorothy F. .
AMERICAN JOURNAL OF OCCUPATIONAL THERAPY, 2008, 62 (04) :446-455
[6]   Cognitive plasticity in older adults: effects of cognitive training and physical exercise [J].
Bherer, Louis .
NEUROSCIENCES AND MUSIC V: COGNITIVE STIMULATION AND REHABILITATION, 2015, 1337 :1-6
[7]   Do action video games improve perception and cognition? [J].
Boot, Walter R. ;
Blakely, Daniel P. ;
Simons, Daniel J. .
FRONTIERS IN PSYCHOLOGY, 2011, 2
[8]   ROUTE-FINDING - A MEASURE OF EVERYDAY EXECUTIVE FUNCTIONING IN THE HEAD-INJURED ADULT [J].
BOYD, TM ;
SAUTTER, SW .
APPLIED COGNITIVE PSYCHOLOGY, 1993, 7 (02) :171-181
[9]   The case for the development and use of "ecologically valid" measures of executive function in experimental and clinical neuropsychology [J].
Burgess, PW ;
Alderman, N ;
Forbes, C ;
Costello, A ;
Coates, LMA ;
Dawson, DR ;
Anderson, ND ;
Gilbert, SJ ;
Dumontheil, I ;
Channon, S .
JOURNAL OF THE INTERNATIONAL NEUROPSYCHOLOGICAL SOCIETY, 2006, 12 (02) :194-209
[10]   The ecological validity of neuropsychological tests: A review of the literature on everyday cognitive skills [J].
Chaytor, N ;
Schmitter-Edgecombe, M .
NEUROPSYCHOLOGY REVIEW, 2003, 13 (04) :181-197