1. Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults
- Author
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Nadine Schwab, Chao-Yi Wu, Jake Galler, Thomas DeRamus, Abaigeal Ford, Jessica Gerber, Robert Kitchen, Barnaly Rashid, Misha Riley, Lauren Sather, Xifeng Wang, Cathrine Young, Liuqing Yang, Hiroko H. Dodge, and Steven E. Arnold
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game-based assessments ,cognitive monitoring ,Alzheimer’s disease and related dementias ,endpoints assessment ,intensive monitoring ,feasibility and acceptability ,Neurology. Diseases of the nervous system ,RC346-429 - Abstract
BackgroundFrequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer’s disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack© for recurrent semi-passive assessment of cognition across a longitudinal interval.MethodsThe MIND GamePack consists of four iPad-based games selected to be both familiar and enjoyable: Word Scramble, Block Drop, FreeCell, and Memory Match. Participants were asked to play 20 min/day for 5 days (100 min) for 4 months. Feasibility of use by older adults was assessed by measuring gameplay time and game performance. We also evaluated compliance through semi-structured surveys. A linear generalized estimating equation (GEE) model was used to analyze changes in gameplay time, and a regression tree model was employed to estimate the days it took for game performance to plateau. Subjective and environmental factors associated with gameplay time and performance were examined, including daily self-reported questions of memory and thinking ability, mood, sleep, energy, current location, and distractions prior to gameplay.ResultsTwenty-six cognitively-unimpaired older adults participated (mean age ± SD = 71.9 ± 8.6; 73% female). Gameplay time remained stable throughout the 4-months, with an average compliance rate of 91% ± 11% (1946 days of data across all participants) and weekly average playtime of 210 ± 132 min per participant. We observed an initial learning curve of improving game performance which on average, plateaued after 22–39 days, depending on the game. Higher levels of self-reported memory and thinking ability were associated with more gameplay time and sessions.ConclusionMIND GamePack is a feasible and well-designed semi-passive cognitive assessment platform which may provide complementary data to traditional neuropsychological testing in research on aging and dementia.
- Published
- 2023
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