Table 2.
Studies investigating the use of video games in older people with MCI and dementia.
Authors | Sample | Intervention | Measures | Results |
---|---|---|---|---|
Torres et al. (2008) [57] |
Total sample: n = 43; experimental group: n = 15; active control group: n = 17; passive control group: n = 11. Mean age = 78.33 ± 8.002. |
Experimental group: video game playing sessions; active control group: relaxation sessions; passive control group: no intervention |
ADAS-Cog, ICAC, WHOQOL | Significant reduction in cognitive decline from before to after intervention in the experimental group. Positive correlation between self-concept and cognitive benefits. |
Yamaguchi et al. (2011) [58] |
Total sample: n = 18 | Sport video games sessions | HDS-R, Kohs block design test, MOSES | Significant improvement across all measures |
Jahouh et al. (2021) [61] |
Total sample: n = 80; experimental group: n = 40 (M = 18, F = 22, mean age: 85.05 ± 8.63); control group: n = 40 (M = 17, F = 23, mean age: 83.25 ± 8.78) |
20 rehabilitation sessions over 8 weeks, made up of different activities with the Nintendo Wii Fit | MCE, Activities of Daily Living test, DAIR, EADG | Reduced depression, anxiety, and apathy levels, and improved memory, attention, and performance of fundamental and instrumental ADL in the experimental group |
Hughes et al. (2014) [59] |
Total sample: n = 20 (M = 6, F = 14, mean age: 77.4 ± 5.8) | Wii interactive video games sessions | CAMCI, CSRQ-25, TIADL. | Interactive video games are feasible for MCI individuals, and exert good effects on social, mental, and physical stimulation |
Amjad et al. (2019) [60] |
Total sample: n = 44; experimental group: n = 22; control group: n = 22. |
Xbox 360 Kinect cognitive games training | MMSE, MoCA, TMT | The 360 Kinect video game had positive outcomes for MCI patients following both short- and long-term intervention |
Lin et al. (2022) [62] |
Total sample: n = 16; experimental group: n = 8 (M = 3, F = 5 mean age: 79.75 ± 4.86; control group: n = 8 (M = 3, F = 5, mean age: 77.75 ± 6.74) |
Interactive video games (Xavix Hot Plus) | SPMSQ; IADL; SFT: TUG; 6MWT; UPST; GDS-SF; EQ5D-VAS; EQ-5D-Utility | Increased scores in cognitive functions and good levels of feasibility and safeness among people with MCI. |
Sato et al. (2023) [63] |
Total sample: n = 21; experimental group: n = 10 (mean age: 77.7 ± 5.1); control group = 11 (mean age: 74.1 ± 4.7) |
Dance video games (sessions of Step Mania 3.9) | MMSE, Japanase version of MoCA, TMT. | In the MCI group, a significant improvement in the Japanese version of the MoCA and in the TMT, as well as an increase in dorsolateral prefrontal cortex activity. |
WHOQOL: World Health Organization Quality of Life Questionnaire; MCE: Lobo’s Mini-Cognitive Examination; DAIR: Dementia Apathy Interview and Rating; EADG; Goldberg Anxiety and Depression Scale; CAMCI: Computerized Assessment of Mild Cognitive Impairment; CSRQ-25: Cognitive Self-Report Questionnaire-25; TIADL: Timed Instrumental Activities of Daily Living; MCI: mild cognitive impairment; MMSE: Mini Mental State Examination; MoCA: Montreal Cognitive Assessment; TMT: trail making test; SPMSQ: Short Portable Mental Status Questionnaire; IADL: the Instrumental Activities of Daily Living Scale; SFT: senior functional test; TUG: timed up-and-go test; 6MWT: 6-min walk test; UPST: timed unipedal stance test; GDS-SF: Geriatric Depression Scale short form; VAS (EQ5D-VAS): five domains of the Euroqol Health visual analogue scale; EQ-5D-Utility: five domains of the Euroqol Health utility score.