ArticleNeurology and therapy2019
A Videogame-Based Digital Therapeutic to Improve Processing Speed in People with Multiple Sclerosis: A Feasibility Study.
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.
What it found
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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.
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.
Who cites it
24 citing papers in PubMed, 4 syntheses or guidelines pooled it, 45 citations in OpenAlex.
- Virtual reality for multiple sclerosis rehabilitation.The Cochrane database of systematic reviews · 2025Pooled it
- Alexa, let's train now! - A systematic review and classification approach to digital and home-based physical training interventions aiming to support healthy cognitive aging.Journal of sport and health science · 2024Pooled it
- Memory rehabilitation for people with multiple sclerosis.The Cochrane database of systematic reviews · 2021Pooled it
- Balance and coordination training for patients with genetic degenerative ataxia: a systematic review.Journal of neurology · 2021Pooled it
- Article
- Digital Biomarkers and AI for Remote Monitoring of Fatigue Progression in Neurological Disorders: Bridging Mechanisms to Clinical Applications.Brain sciences · 2025Article
- Personalized Game-Based Content and Performance: A Pilot Study on a Digital Intervention for Children with ADHD.Bioengineering (Basel, Switzerland) · 2024Article
- Video games and disability-a risk and benefit analysis.Frontiers in rehabilitation sciences · 2024Review
- Digital therapeutics in the clinic.Bioengineering & translational medicine · 2023Review
- Improving cognition in people with multiple sclerosis: study protocol for a multiarm, randomised, blinded trial of multidomain cognitive rehabilitation using a video-serious game (E-SEP cognition).BMJ neurology open · 2023Article
- Potential effectiveness of digital therapeutics specialized in executive functions as adjunctive treatment for clinical symptoms of attention-deficit/hyperactivity disorder: a feasibility study.Frontiers in psychiatry · 2023Article
- Article
- Artificial Cognitive Systems Applied in Executive Function Stimulation and Rehabilitation Programs: A Systematic Review.Arabian journal for science and engineering · 2023Article
- Assessing Cognitive Function in Multiple Sclerosis With Digital Tools: Observational Study.Journal of medical Internet research · 2021Observational
- Frequency and profile of objective cognitive deficits in hospitalized patients recovering from COVID-19.Neuropsychopharmacology : official publication of the American College of Neuropsychopharmacology · 2021Article
- Feasibility of cognitive rehabilitation in patients with advanced multiple sclerosis: A pilot study.Multiple sclerosis journal - experimental, translational and clinical · 2021Article
- Mobile health (mHealth) usage, barriers, and technological considerations in persons with multiple sclerosis: a literature review.JAMIA open · 2021Review
- Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability.International journal of environmental research and public health · 2021Article
- Electronic Health Interventions in the Case of Multiple Sclerosis: From Theory to Practice.Brain sciences · 2021Review
- Application of an Adaptive, Digital, Game-Based Approach for Cognitive Assessment in Multiple Sclerosis: Observational Study.Journal of medical Internet research · 2021Observational
Corrections and comments
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Authors and funding
13 authors at 3 institutions in 3 countries.
Funding
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.
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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.