Evidence map›Paper›PMID 38720259›Full record

ArticleBMC geriatrics2024

Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study.

Kyosuke Yorozuya, Yuta Kubo, Keisuke Fujii, Daiki Nakashima, Taiki Nagayasu, Hiroyuki Hayashi, Kazuya Sakai, Keiji Amano

Abstract read
In one paragraph

Article in BMC geriatrics, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing 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

1 citing paper in PubMed.

  1. 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

8 authors.

Kyosuke YorozuyaFaculty of Rehabilitation and Care, Seijoh University, 2-172 Fukinodai, Tokai, 476-8588, Aichi, Japan. yorozuya@seijoh-u.ac.jp.
Yuta KuboFaculty of Rehabilitation and Care, Seijoh University, 2-172 Fukinodai, Tokai, 476-8588, Aichi, Japan.
Keisuke FujiiFaculty of Health Science, Suzuka University of Medical Science, Suzuka, Mie, Japan.
Daiki NakashimaFaculty of Health Science, Naragakuen University, Nara, Nara, Japan.
Taiki NagayasuGood Time Club Grand Hagi, Hagi, Yamaguchi, Japan.
Hiroyuki HayashiFaculty of Rehabilitation and Care, Seijoh University, 2-172 Fukinodai, Tokai, 476-8588, Aichi, Japan.
Kazuya SakaiFaculty of Rehabilitation and Care, Seijoh University, 2-172 Fukinodai, Tokai, 476-8588, Aichi, Japan.
Keiji AmanoFaculty of Business Administration, Seijoh University, Tokai, Aichi, Japan.

Funding

Japan Society for the Promotion of Science JP 23K16501
6 · The paper itself

Abstract

backgroundResidents in nursing homes are prone to cognitive decline affecting memory, visuospatial cognition, and executive functions. Cognitive decline can lead to dementia, necessitating prioritized intervention.

methodsThe current study aimed to investigate whether an intervention using a digital game was effective for preserving and improving the cognitive function of residents in nursing homes. An intervention study was conducted using a single-case AB design with multiple baselines. The participants in the study were five older adults aged 65 and over who do not play digital games regularly. The study ran for 15 weeks, including a baseline (phase A) and an intervention phase (phase B). Phase A had five baselines (5 to 9 weeks) with random participant assignment. In phase B, participants engaged in a digital game (Space Invaders) individually. Cognitive function was assessed as the outcome, measured using the Brain Assessment (performed on a tablet through the Internet) at 16 measurement points. Four of five participants (two female and two male) were included in the analysis, using visual inspection and Bayesian statistics with multi-level modeling.

resultsVisual inspection of the graphs revealed cognitive function score improvements after the intervention for most layers in terms of memory of numbers, memory of words, mental rotation test (visuospatial ability), and total scores in the Brain Assessment. These effects were also significant in the analysis by multi-level modeling.

conclusionsThe results suggest that the use of digital games may be effective for preserving and improving cognitive function among residents of nursing home.

trial registrationThis study was registered in the University Hospital Medical Information Network Clinical Trials Registry (UMIN000048677; public title: Effect of a Digital Game Intervention for Cognitive Functions in Older People; registration date: August 30, 2022).

Indexed as

CognitionCognitive DysfunctionNursing HomesVideo GamesAgedAged, 80 and overFemaleHomes for the AgedHumansMaleSingle-Case Studies as TopicBayesian analysisCognitive functionsDigital gameNursing homeSingle-case design

Identifiers

PMID38720259
PMCPMC11080204

What OpenQuestion holds

Textmetadata
LicenceCC BY
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.