Evidence map›Paper›PMID 29555622›Full record

Trial reportJournal of medical Internet research2018

Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study.

Maritta Välimäki, Kaisa Mishina, Johanna K Kaakinen, Suvi K Holm, Jukka Vahlo, Markus Kirjonen, Virve Pekurinen, Olli Tenovuo, Jyrki Korkeila, Heikki Hämäläinen and 4 more

Registry-linked trialOpen access · goldAbstract readRandomized Controlled Trial
In one paragraph

Trial report in Journal of medical Internet research, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT02425527 (Digital Gaming Used to Improve the Cognitive Functioning and Well-being of People With Traumatic Brain Injury), which is not on this map. Cited by 12 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
12citing papers in PubMed, 2 pooled it
1.0field-weighted citation impact, top 24% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT02425527 nacompletednot on this map

Digital Gaming Used to Improve the Cognitive Functioning and Well-being of People With Traumatic Brain Injury: a Feasibility Study

TypeinterventionalSponsorUniversity of TurkuRan2015 to 2016Enrolled90ConditionsBrain Injuries, Traumatic Brain Injury, TBI (Traumatic Brain Injury), Injury, Brain, TraumaticArmsThe rehabilitation gaming, The entertaining gaming
3 · Its place in the literature

Who cites it

12 citing papers in PubMed, 2 syntheses or guidelines pooled it, 24 citations in OpenAlex.

  1. Pooled it
  2. Pooled it
  3. Trial
  4. Review
  5. Article
  6. Review
  7. The application of metaverse in mental health.Frontiers in public health · 2025
    Review
  8. Impact of Mobile Games-Aided Neurorehabilitation: A Systematic Literature Review.The Malaysian journal of medical sciences : MJMS · 2023
    Review
  9. Review
  10. Article
  11. Article
  12. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

14 authors at 4 institutions in 2 countries.

Maritta VälimäkiDepartment of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland.ORCID 0000-0003-3124-9290
Kaisa MishinaDepartment of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland.ORCID 0000-0003-1489-1433
Johanna K KaakinenDepartment of Psychology, Faculty of Social Sciences, University of Turku, Turku, Finland.ORCID 0000-0002-2970-826X
Suvi K HolmDepartment of Psychology, Faculty of Social Sciences, University of Turku, Turku, Finland.ORCID 0000-0002-0885-3281
Jukka VahloTurku School of Economics, Centre for Collaborative Research, University of Turku, Turku, Finland.ORCID 0000-0001-5835-5945
Markus KirjonenDepartment of Psychology, Faculty of Social Sciences, University of Turku, Turku, Finland.ORCID 0000-0001-7068-9833
Virve PekurinenDepartment of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland.ORCID 0000-0002-2133-2931
Olli TenovuoDivision of Clinical Neurosciences, Turku University Hospital, Turku, Finland.ORCID 0000-0003-1876-3180
Jyrki KorkeilaFaculty of Medicine, University of Turku, Turku, Finland.ORCID 0000-0002-7933-5158
Heikki HämäläinenDepartment of Psychology, Faculty of Social Sciences, University of Turku, Turku, Finland.ORCID 0000-0003-4556-4275
Jaana SarajuuriValidia Rehabilitation Helsinki, Helsinki, Finland.ORCID 0000-0002-6432-0295
Pekka RantanenValidia Rehabilitation Helsinki, Helsinki, Finland.ORCID 0000-0001-5816-7266
Tage OreniusOrton Orthopaedic Hospital, Orton, Helsinki, Finland.ORCID 0000-0001-7952-9764
Aki KoponenTurku School of Economics, Centre for Collaborative Research, University of Turku, Turku, Finland.ORCID 0000-0003-3309-4771
University of Turku · FIValidia Rehabilitation · FIHong Kong Polytechnic University · HKInvalidisäätiö · FI

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundTraumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation.

objectiveThe aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI.

methodsA total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered.

resultsThe effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients' self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group).

conclusionsWe did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI.

trial registrationClinicalTrials.gov NCT02425527; https://clinicaltrials.gov/ct2/show/NCT02425527 (Archived by WebCite at http://www.webcitation.org/6esKI1uDH).

Indexed as

AdolescentAdultAgedBrain Injuries, TraumaticFeasibility StudiesFemaleHumansInternetMaleMiddle AgedOutcome Assessment, Health CareVideo GamesYoung Adultrehabilitationtraumatic brain injuryvideo games

Identifiers

PMID29555622
PMCPMC5881042
OpenAlexW2792089832

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.