Evidence map›Paper›PMID 30506301›Full record

ArticleNeurology and therapy2019

A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study.

Riley M Bove, Gillian Rush, Chao Zhao, William Rowles, Priya Garcha, John Morrissey, Adrian Schembri, Titi Alailima, Dawn Langdon, Katherine Possin and 3 more

Open access · goldAbstract read
In one paragraph

Article in Neurology and therapy, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
24citing papers in PubMed, 4 pooled it
2.8field-weighted citation impact, top 9% 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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

24 citing papers in PubMed, 4 syntheses or guidelines pooled it, 45 citations in OpenAlex.

  1. Virtual reality for multiple sclerosis rehabilitation.The Cochrane database of systematic reviews · 2025
    Pooled it
  2. Pooled it
  3. Memory rehabilitation for people with multiple sclerosis.The Cochrane database of systematic reviews · 2021
    Pooled it
  4. Pooled it
  5. Article
  6. Article
  7. Article
  8. Video games and disability-a risk and benefit analysis.Frontiers in rehabilitation sciences · 2024
    Review
  9. Digital therapeutics in the clinic.Bioengineering & translational medicine · 2023
    Review
  10. Article
  11. Article
  12. Article
  13. Article
  14. Observational
  15. Frequency and profile of objective cognitive deficits in hospitalized patients recovering from COVID-19.Neuropsychopharmacology : official publication of the American College of Neuropsychopharmacology · 2021
    Article
  16. Feasibility of cognitive rehabilitation in patients with advanced multiple sclerosis: A pilot study.Multiple sclerosis journal - experimental, translational and clinical · 2021
    Article
  17. Review
  18. Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.International journal of environmental research and public health · 2021
    Article
  19. Review
  20. Observational
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

13 authors at 3 institutions in 3 countries.

Riley M BoveDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA. Riley.bove@ucsf.edu.
Gillian RushDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
Chao ZhaoDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
William RowlesDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
Priya GarchaDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
John MorrisseyDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
Adrian SchembriCogstate, Inc., Melbourne, Australia.
Titi AlailimaAkili Interactive, Boston, MA, USA.
Dawn LangdonRoyal Holloway, University of London, Egham, UK.
Katherine PossinDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
Adam GazzaleyDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
Anthony FeinsteinDepartment of Psychiatry, University of Toronto, Toronto, ON, Canada.
Joaquin AngueraDepartment of Neurology, Weill Institute for the Neurosciences, University of California, San Francisco, USA.
University of California, San Francisco · USRoyal Holloway University of London · GBSunnybrook Health Science Centre · CA

Funding

The UCSF Brain Health Assessment for the Detection of Cognitive Impairment Among Diverse Populations in Primary CareUH3NS105557 · NINDS · UNIVERSITY OF CALIFORNIA, SAN FRANCISCO · PI POSSIN, KATHERINE LAUREL · 2019 to 2021
$4.9M
The UCSF Brain Health Assessment for the Detection of Cognitive Impairment Among Diverse Populations in Primary CareUG3NS105557 · NINDS · UNIVERSITY OF CALIFORNIA, SAN FRANCISCO · PI POSSIN, KATHERINE LAUREL · 2017 to 2018
$2.4M
Doris Duke Charitable Foundation UCSF CTSININDS NIH HHS UG3 NS105557NINDS NIH HHS UH3 NS105557
6 · The paper itself

Abstract

introductionSelf-administered in-home digital therapeutics could expand access to cognitive rehabilitation for individuals with multiple sclerosis (MS), over half of whom experience cognitive impairment (CI). However, feasibility in an MS population must be clarified. This study was conducted to assess the feasibility of deploying a videogame-like digital treatment for CI in MS, including initial efficacy and barriers to adherence.

methodsIn this pilot study, 21 participants with MS completed an in-clinic baseline neurological evaluation. Cognitive tests included paper-and-pencil Brief International Cognitive Assessment for Multiple Sclerosis [BICAMS-which included the Symbol Digit Modalities Test (SDMT)] and other unsupervised tablet-based tests (including Match: an unsupervised test of executive functions and processing speed, developed at UCSF; and the Cogstate MS Battery). Participants then completed an in-home, tablet-based, videogame-like investigational digital treatment (Project: EVO™) for 25 min daily, 5 days weekly, for 4 weeks. This was followed by a repeat in-clinic evaluation.

resultsOf the 21 participants (mean [standard deviation, SD] age 53.8 [11.6] years, median Expanded Disability Status Scale (EDSS) 2.5 [SD 2.0, IQR [2-3.5]]) enrolled to use the digital therapeutic at home (mean [SD] SDMT z score: - 0.21 [1.16]), 18 completed the study, during which they completed an average of 19.7 days (median [SD]: 20.5 [8.4]). Overall, 78% of these 18 participants completed 75% of prescribed days (i.e., at least 15), and 50% completed all 20 days or more. Over the 4-week period, scores of processing speed improved significantly (based on one-sided t test), including SDMT (p = 0.003) and Match (p = 0.006). The Cogstate DET test (psychomotor function) also increased (p = 0.006). Mean increase in SDMT was 3.6 points. Male sex, not being employed, and higher baseline anxiety all were significantly associated with greater improvement in SDMT over the 4-week period. Interestingly, lower baseline cognitive scores were associated with greater number of sessions completed (e.g., SDMT: p = 0.003, R DISCUSSION: Deploying an in-home digital tool to improve processing speed in MS is feasible, and shows preliminary efficacy. A larger, randomized controlled clinical trial is ongoing.

Indexed as

CognitionDigital healthMHEALTHMultiple SclerosisProcessing speed

Identifiers

PMID30506301
PMCPMC6534643
OpenAlexW2903056119

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

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.