Evidence map›Paper›PMID 39926062›Full record

ArticleJMA journal2025

A Gamified N-back App for Identifying Mild-cognitive Impairment in Older Adults.

Naohiro Murata, Shozo Nishii, Ryoya Usuha, Asuka Kodaka, Masako Fujimori, Haruka Sugawara, Takashi Kiriyama, Hirotake Uchikado, Yasuo Okumura, Takanori Takebe

Abstract read
In one paragraph

Article in JMA journal, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 5 papers.

0numbers the graph read from it
0cells of the map it votes in
5citing 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

5 citing papers in PubMed.

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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

10 authors.

Naohiro MurataCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.
Shozo NishiiCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.
Ryoya UsuhaTokyo University of the Arts, Art Media Center, Tokyo, Japan.
Asuka KodakaCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.
Masako FujimoriCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.
Haruka SugawaraCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.
Takashi KiriyamaTokyo University of the Arts, Graduate School of Film and New Media, Yokohama, Japan.
Hirotake UchikadoMemory Care Clinic Shonan, Hiratsuka, Japan.
Yasuo OkumuraDivision of Cardiology, Department of Medicine, Nihon University School of Medicine, Tokyo, Japan.
Takanori TakebeCommunication Design Center, Advanced Medical Research Center, Yokohama City University Graduate School of Medicine, Yokohama, Japan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Introduction: Despite a dramatic increase in the incidence of mild-cognitive impairment (MCI) and early dementia, accessible and engaging screening methods for older adults are lacking. Gamification has gained attention in the self-management of various health conditions, making it a promising avenue for dementia screening. This study aimed to evaluate a gamified mobile application for the early detection of cognitive impairment associated with dementia. Methods: The gamified app and the Mini-Mental State Examination (MMSE) were administered to 138 participants. The game, based on the N-back working memory task, simulates a restaurant scenario where players cook curries with hidden ingredients to fulfill customer orders, with the difficulty increasing in each round. The correlations between MMSE scores and game metrics were analyzed, and the game metrics were compared between the normal and impaired groups. Results: Among the 138 older adult participants, the game metrics such as level reached, accuracy, response times, tap times, and swipe times exhibited significant correlations with scores on the MMSE, a standard cognitive screening tool (r = 0.42, 0.419, -0.575, -0.484, and -0.667, respectively; Conclusions: This classification accuracy was comparable to standard dementia screening tests. These results indicate the potential use of gamification with joyous experience for older adults to enable scalable cognitive screening beyond conventional testing paradigms.

Indexed as

DementiaDiagnostic screeningDigital HealthGamificationHappiness-drivenMild-cognitive impairmentN-back taskWorking memory

Identifiers

PMID39926062
PMCPMC11799731

What OpenQuestion holds

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LicenceCC BY
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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.