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. 2024 Jul 21;14(7):731. doi: 10.3390/brainsci14070731

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.