Evidence map›Paper›PMID 37900599›Full record

ArticleFrontiers in neurology2023

Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults.

Nadine Schwab, Chao-Yi Wu, Jake Galler, Thomas DeRamus, Abaigeal Ford, Jessica Gerber, Robert Kitchen, Barnaly Rashid, Misha Riley, Lauren Sather and 5 more

Abstract read
In one paragraph

Article in Frontiers in neurology, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
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

3 citing papers in PubMed.

  1. Using Apple Watches to Monitor Health and Behaviors of Individuals With Cognitive Impairment: A Case Series Study.The journals of gerontology. Series A, Biological sciences and medical sciences · 2025
    Article
  2. Review
  3. Article
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

15 authors.

Nadine SchwabNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Chao-Yi WuNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Jake GallerNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Thomas DeRamusNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Abaigeal FordNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Jessica GerberNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Robert KitchenNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Barnaly RashidNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Misha RileyNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Lauren SatherNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Xifeng WangAbbVie, Inc., North Chicago, IL, United States.
Cathrine YoungNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Liuqing YangAbbVie, Inc., North Chicago, IL, United States.
Hiroko H DodgeNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.
Steven E ArnoldNeurology, Massachusetts General Hospital, Harvard Medical School, Charlestown, MA, United States.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Frequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer's disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack Methods: The MIND GamePack consists of four iPad-based games selected to be both familiar and enjoyable: Word Scramble, Block Drop, FreeCell, and Memory Match. Participants were asked to play 20 min/day for 5 days (100 min) for 4 months. Feasibility of use by older adults was assessed by measuring gameplay time and game performance. We also evaluated compliance through semi-structured surveys. A linear generalized estimating equation (GEE) model was used to analyze changes in gameplay time, and a regression tree model was employed to estimate the days it took for game performance to plateau. Subjective and environmental factors associated with gameplay time and performance were examined, including daily self-reported questions of memory and thinking ability, mood, sleep, energy, current location, and distractions prior to gameplay. Results: Twenty-six cognitively-unimpaired older adults participated (mean age ± SD = 71.9 ± 8.6; 73% female). Gameplay time remained stable throughout the 4-months, with an average compliance rate of 91% ± 11% (1946 days of data across all participants) and weekly average playtime of 210 ± 132 min per participant. We observed an initial learning curve of improving game performance which on average, plateaued after 22-39 days, depending on the game. Higher levels of self-reported memory and thinking ability were associated with more gameplay time and sessions. Conclusion: MIND GamePack is a feasible and well-designed semi-passive cognitive assessment platform which may provide complementary data to traditional neuropsychological testing in research on aging and dementia.

Indexed as

Alzheimer’s disease and related dementiascognitive monitoringendpoints assessmentfeasibility and acceptabilitygame-based assessmentsintensive monitoringtrial assessmentuser experience

Identifiers

PMID37900599
PMCPMC10602782

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Registered trials

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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.