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Mendes L, Oliveira J, Barbosa F, Castelo-Branco M. A Conceptual View of Cognitive Intervention in Older Adults With and Without Cognitive Decline-A Systemic Review. FRONTIERS IN AGING 2022; 3:844725. [PMID: 35821828 PMCID: PMC9261456 DOI: 10.3389/fragi.2022.844725] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/28/2021] [Accepted: 02/28/2022] [Indexed: 11/17/2022]
Abstract
Background: Dementia is the one of the most common and prominent disease in the elderly person that results in the Cognitive interventions. In this study, we aim to conceptualize the cognitive intervention for older adults with and without cognitive dysfunction and to clarify the heterogeneity existing in this literature field by determining the main variables implicated. Methods: We conducted a study analysis using previous literature highlighting the significant data reporting empirical results from cognitive intervention for healthy older adults and other seniors with different types of dementia. Each paper was reviewed in terms of compensatory cognitive training, cognitive remediation, enrichment, cognitive activation, brain training, cognitive stimulation, cognitive training, and cognitive rehabilitation. The research analysis was performed following rigorous inclusion and exclusion criteria with the purpose of collecting relevant answers to our research questions. Results: We included a total of 168 studies in our review. Our findings indicated heterogeneity regarding methods, concepts, and procedures. Additionally, the values were integrated using different information existing in this field. Conclusion: In conclusion, we highlighted that this is the first review that clarify the discrepancy of various existing definitions, methods, and procedures, as well as the overlapping information in the cognitive interventions.
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Affiliation(s)
- Liliana Mendes
- Coimbra Institute for Clinical and Biomedical Research, Faculty of Medicine, University of Coimbra, Coimbra, Portugal
| | - Joana Oliveira
- Coimbra Institute for Clinical and Biomedical Research, Faculty of Medicine, University of Coimbra, Coimbra, Portugal
| | - Fernando Barbosa
- Faculty of Psychology and Education Science, University of Porto, Porto, Portugal
| | - Miguel Castelo-Branco
- Coimbra Institute for Clinical and Biomedical Research, Faculty of Medicine, University of Coimbra, Coimbra, Portugal
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A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects. Behav Neurol 2022; 2022:2017975. [PMID: 35256889 PMCID: PMC8898139 DOI: 10.1155/2022/2017975] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2021] [Accepted: 02/03/2022] [Indexed: 12/03/2022] Open
Abstract
Attention is a basic and main mental task and can play an important role in the functioning of other brain abilities such as intelligence, memory, learning, and perception, and its deficit occurs in 80% of patients with traumatic brain injury. The use of game-based tools for rehabilitation is rapidly expanding. Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. Serious games serve a specific purpose in addition to entertainment. They can be more engaging than exercises since they replace reward and motivation systems with real-world motivations as a complement for rehabilitation activities. This study was aimed at identifying and categorizing serious computer games used for attention rehabilitation and evaluating their effects. Six electronic databases (Scopus, PubMed, ISI, Embase, IEEE, and Cochrane) were searched in August 2021. The search strategy consisted of three main concepts of “serious game”, “cognitive deficits”, and “cognitive rehabilitation”. The inclusion criteria were (1) journal articles, (2) English language, (3) being published in the last 10 years, (4) human participants, and (5) game-based intervention. In the 30 included studies, 22 unique games were utilized for attention rehabilitation. Lumosity (20%), Brain Age (Dr. Kawashima's Brain Training) (10%), and MoHRS (6.66%) were the most common games among the studies. There were (57%) casual, (23%) action, (10%) simulation, and (10%) multiple genres. Of the 47 tools used in the studies, 5 utilized cross-modal oddball attention tasks, 4 utilized game performance, 3 utilized the paced auditory serial additional test (PASAT), and the rest employed other tools. A total of 73 outcome measures were related to attention, 42 measures did not have significant results, 30 were significantly improved, 1 was significantly deteriorated, and 4 articles did not have any specific measures for attention evaluation. Thus, the results revealed the positive effect of serious games on attention. However, issues such as absence of scientific teams, the variety of the disorders that cause defects, the variety of criteria, differences in measurements, lack of long-term follow-up, insufficient RCT studies, and small sample sizes should be considered when designing, developing, and using game-based systems to prevent bias.
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Ma Y, Liang C, Gu D, Zhao S, Yang X, Wang X. How Social Media Use at Work Affects Improvement of Older People's Willingness to Delay Retirement During Transfer From Demographic Bonus to Health Bonus: Causal Relationship Empirical Study. J Med Internet Res 2021; 23:e18264. [PMID: 33565983 PMCID: PMC7904398 DOI: 10.2196/18264] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/19/2020] [Revised: 10/25/2020] [Accepted: 12/17/2020] [Indexed: 01/30/2023] Open
Abstract
Background With the increased older population in China and the subsequent reduced labor force, the “demographic bonus” is disappearing. The Chinese government proposed a Healthy China strategy in 2017. The transfer of the demographic bonus to a “health bonus” extended the working life of people and reduced the negative impact of the population’s aging on the labor force structure. Objective This research focuses on the effect of older workers’ social media usage at work on their work ability (related to both physical and mental health) and thus their willingness to delay retirement. Methods The questionnaire respondents were older than 55 years, and they obtained the questionnaire from social media, from June to July 2018. A total of 1020 valid questionnaires were collected, and SmartPLS 3.28 (SmartPLS GmbH) was used to analyze the data. Effects were analyzed using 2-tailed t tests. Results (1) Use of social media at work can improve information support (t14=13.318, P<.001), emotional support (t14=13.184, P<.001), and self-efficacy (t14=6.364, P<.001) for older people; (2) information support is the main factor affecting the self-efficacy of older workers (t14=23.304, P<.001), as compared with emotional support (t14=1.799, P=0.07); (3) the impacts of emotional support on work ability (t14=8.876, P<.001) and work stress (t14=9.545, P<.001) are generally higher than those of information support (t14=4.394, P<.001; t14=5.002, P<.001); (4) self-efficacy has an impact on work ability (t14=5.658, P<.001) and work stress (t14=4.717, P<.001); and (5) the impacts of work ability (t14=8.586, P<.001) and work stress (t14=8.579, P<.001) on retirement willingness are greater than those of emotional support (t14=2.112, P=.04) and information support (t14=4.314, P<.001). Conclusions Our study confirms that the use of social media at work has a positive impact on older workers. Based on the findings, we have put forward proposals to extend people’s working lives and help governments implement health bonus policies. In the future, we will compare the different values of willingness to delay retirement among older people in different occupations and different cultures.
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Affiliation(s)
- Yiming Ma
- School of Management, Hefei University of Technology, Hefei, China
| | - Changyong Liang
- School of Management, Hefei University of Technology, Hefei, China
| | - Dongxiao Gu
- School of Management, Hefei University of Technology, Hefei, China.,Key Laboratory of Process Optimization and Intelligent Decision-making of Ministry of Education, Hefei, China
| | - Shuping Zhao
- School of Management, Hefei University of Technology, Hefei, China
| | - Xuejie Yang
- School of Management, Hefei University of Technology, Hefei, China
| | - Xiaoyu Wang
- The First Affiliated Hospital, Anhui University of Traditional Chinese Medicine, Hefei, China
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Rosell J. Cognitive stimulation for healthy older adults through computer-based programs: a review of the literature / Estimulación cognitiva para personas mayores sanas mediante programas computarizados: una revisión de la literatura. STUDIES IN PSYCHOLOGY 2018. [DOI: 10.1080/02109395.2018.1494678] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/28/2022] Open
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Lin Y, Tudor-Sfetea C, Siddiqui S, Sherwani Y, Ahmed M, Eisingerich AB. Effective Behavioral Changes through a Digital mHealth App: Exploring the Impact of Hedonic Well-Being, Psychological Empowerment and Inspiration. JMIR Mhealth Uhealth 2018; 6:e10024. [PMID: 29907557 PMCID: PMC6026304 DOI: 10.2196/10024] [Citation(s) in RCA: 29] [Impact Index Per Article: 4.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/03/2018] [Revised: 04/09/2018] [Accepted: 05/08/2018] [Indexed: 01/24/2023] Open
Abstract
Background New mobile health (mHealth) software apps are emerging and are providing the foundation to radically transform the practice and reach of medical research and care. For this study we collaborated with Quit Genius, a cognitive behavioral therapy (CBT) based mHealth app that helps users quit smoking, to explore the effective design of a digital mHealth app; one that delivers important benefits to its users and helps them change their behaviors for a healthier lifestyle. Objective The specific aims of this study were to (1) explore the key role of CBT program progress, (2) examine the gamification design app elements that deliver significant benefits (ie, empowerment, well-being, inspiration) to users, (3) explore the effectiveness of these app elements to help users quit smoking or reduce the number of cigarettes smoked, and (4) identify and describe any potential drivers and hindrances arising from the app design elements. Methods We developed an online survey and sent an email invitation to 4144 individuals, who had previously or were at the time using the Quit Genius mHealth app, to encourage participation in the study. We matched the online survey data with objective app usage data of the study participants. Results A dataset of 190 completed responses was used. At the time of the survey, respondents had completed an average of 60% of the CBT program in the Quit Genius mHealth app. Of the respondents, 36.3% (69/190) noted to have quit smoking successfully after using the Quit Genius app. As for those who remained smokers after using the app (N=121), the number of cigarettes smoked per day was significantly reduced by 59.6%. The ability of the app to enhance users’ hedonic well-being and psychologically empower them in their daily lives was identified as being key in helping users quit smoking. Specifically, the results show that users whose well-being was enhanced through the app were 1.72 times more likely to quit smoking successfully. Moreover, a one-unit increase on a 7-point Likert scale in the app’s ability to empower smokers in their daily lives led to a reduction of cigarettes smoked per day of 53%. The app’s inspiration to users, however, was negatively associated with quitting success and the reduction in cigarette smoked per day. Conclusions The findings offer important insights for the effective design of digital mHealth apps. Specifically, we find that perceived psychological empowerment and enhanced hedonic well-being from the mobile solution may be a more impactful way to support the effectiveness of mobile cognitive behavioral therapy for smoking cessation than eliciting strong inspiration.
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Affiliation(s)
- Yuting Lin
- Imperial College Business School, Imperial College London, London, United Kingdom
| | | | | | | | - Maroof Ahmed
- Digital Therapeutics, Inc, London, United Kingdom
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Ballesteros S, Mayas J, Prieto A, Ruiz-Marquez E, Toril P, Reales JM. Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front Aging Neurosci 2017; 9:354. [PMID: 29163136 PMCID: PMC5671951 DOI: 10.3389/fnagi.2017.00354] [Citation(s) in RCA: 34] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/04/2017] [Accepted: 10/17/2017] [Indexed: 12/11/2022] Open
Abstract
Video game training with older adults potentially enhances aspects of cognition that decline with aging and could therefore offer a promising training approach. Although, previous published studies suggest that training can produce transfer, many of them have certain shortcomings. This randomized controlled trial (RCT; Clinicaltrials.gov ID: NCT02796508) tried to overcome some of these limitations by incorporating an active control group and the assessment of motivation and expectations. Seventy-five older volunteers were randomly assigned to the experimental group trained for 16 sessions with non-action video games from Lumosity, a commercial platform (http://www.lumosity.com/) or to an active control group trained for the same number of sessions with simulation strategy games. The final sample included 55 older adults (30 in the experimental group and 25 in the active control group). Participants were tested individually before and after training to assess working memory (WM) and selective attention and also reported their perceived improvement, motivation and engagement. The results showed improved performance across the training sessions. The main results were: (1) the experimental group did not show greater improvements in measures of selective attention and working memory than the active control group (the opposite occurred in the oddball task); (2) a marginal training effect was observed for the N-back task, but not for the Stroop task while both groups improved in the Corsi Blocks task. Based on these results, one can conclude that training with non-action games provide modest benefits for untrained tasks. The effect is not specific for that kind of training as a similar effect was observed for strategy video games. Groups did not differ in motivation, engagement or expectations.
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Affiliation(s)
- Soledad Ballesteros
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain
| | - Julia Mayas
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain
| | - Antonio Prieto
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain
| | - Eloísa Ruiz-Marquez
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain
| | - Pilar Toril
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Basic Psychology II, Universidad Nacional de Educación a Distancia, Madrid, Spain
| | - José M Reales
- Studies on Aging and Neurodegenerative Diseases Research Group, Universidad Nacional de Educación a Distancia, Madrid, Spain.,Department of Methodology of the Behavioral Sciences, Universidad Nacional de Educación a Distancia, Madrid, Spain
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