Evidence map›Paper›PMID 33459650›Full record

ArticleJournal of Alzheimer's disease : JAD2021

A Comparison of Traditional and Serious Game-Based Digital Markers of Cognition in Older Adults with Mild Cognitive Impairment and Healthy Controls.

Paraskevi Iliadou, Ioannis Paliokas, Stelios Zygouris, Eftychia Lazarou, Konstantinos Votis, Dimitrios Tzovaras, Magdalini Tsolaki

Open access · hybridAbstract readComparative Study
In one paragraph

Article in Journal of Alzheimer's disease : JAD, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 17 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
17citing papers in PubMed, 2 pooled it
4.7field-weighted citation impact, top 4% 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

17 citing papers in PubMed, 2 syntheses or guidelines pooled it, 38 citations in OpenAlex.

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  12. Influence of Hand Tracking in Immersive Virtual Reality for Memory Assessment.International journal of environmental research and public health · 2023
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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

7 authors at 3 institutions in 2 countries.

Paraskevi IliadouSchool of Psychology, Aristotle University of Thessaloniki, Greece.
Ioannis PaliokasCentre for Research and Technology Hellas/ Information Technologies Institute, Thessaloniki, Greece.
Stelios ZygourisSchool of Medicine, Aristotle University of Thessaloniki, Greece.
Eftychia LazarouGreek Association of Alzheimer's Disease and Related Disorders, Thessaloniki, Greece.
Konstantinos VotisCentre for Research and Technology Hellas/ Information Technologies Institute, Thessaloniki, Greece.
Dimitrios TzovarasCentre for Research and Technology Hellas/ Information Technologies Institute, Thessaloniki, Greece.
Magdalini TsolakiSchool of Medicine, Aristotle University of Thessaloniki, Greece.
Aristotle University of Thessaloniki · GRInformation Technologies Institute · GRGreek Association of Alzheimer's Disease and Related Disorders · GR

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundElectroencephalography (EEG) has been used to assess brain activity while users are playing an immersive serious game.

objectiveTo assess differences in brain activation as measured with a non-intrusive wearable EEG device, differences in game performance and correlations between EEG power, game performance and global cognition, between cognitively impaired and non-impaired older adults, during the administration of a novel self-administered serious game-based test, the Virtual Supermarket Test (VST).

methods43 older adults with subjective cognitive decline (SCD) and 33 older adults with mild cognitive impairment (MCI) were recruited from day centers for cognitive disorders. Global cognition was assessed with the Montreal Cognitive Assessment (MoCA). Brain activity was measured with a non-intrusive wearable EEG device in a resting state condition and while they were administered the VST.

resultsDuring resting state condition, the MCI group showed increased alpha, beta, delta, and theta band power compared to the SCD group. During the administration of the VST, the MCI group showed increased beta and theta band power compared to the SCD group. Regarding game performance, alpha, beta, delta, and theta rhythms were positively correlated with average duration, while delta rhythm was positively correlated with mean errors. MoCA correlated with alpha, beta, delta, and theta rhythms and with average game duration and mean game errors indicating that elevated EEG rhythms in MCI may be associated with an overall cognitive decline.

conclusionVST performance can be used as a digital biomarker. Cheap commercially available wearable EEG devices can be used for obtaining brain activity biomarkers.

Indexed as

Video GamesVirtual RealityAgedBrainCognitionCognitive DysfunctionElectroencephalographyFemaleHealthy AgingHumansMaleMiddle AgedAge-related memory disorderscognitive assessment screening instrumentcomputer gamesdementiaEEGmild cognitive impairmentneurocognitive testsscreeningself-evaluation

Identifiers

PMID33459650
PMCPMC7990420
OpenAlexW3120002312

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
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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.