元回归
认知
随机对照试验
认知训练
心理干预
心理学
荟萃分析
出版偏见
医学
认知功能衰退
内科学
精神科
痴呆
疾病
作者
Guangning Wang,Menglu Zhao,Fuguo Yang,Ling Jie Cheng,Ying Lau
标识
DOI:10.1016/j.archger.2020.104260
摘要
Abstract Background Given that increasing aging is associated with a natural decline in cognitive function, identifying effective interventions that can help to prevent cognitive decline in older adults is a research priority. Objective To synthesize the best evidence to assess the effectiveness of game-based brain training in improving cognitive function and to evaluate the preferred design features of the intervention. Methods Twelve databases, trial registries, and gray literature resources were systematically searched for in randomized controlled trials. Meta-analysis and random-effects meta-regression were conducted using Comprehensive Meta-analysis Software 3.0. Overall effect was measured using Hedges’s g and determined using Z-statistics. Cochran’s Q test and I2 were used to investigate heterogeneity. The Grading of Recommendation, Assessment, Development, and Evaluation system was used to assess overall quality of evidence. Results Fifteen trials among 759 older adults were conducted. Meta-analysis revealed that game-based brain training significantly improved processing speed (g = 0.23), selective attention (g = 0.40), and short-term memory (g = 0.35) versus a control group. Our subgroup analyses emphasized that non-time pressure games, multiplayer, computer platform, provider support, sessions ≤ 3 times per week for ≤ 60 min. each comprised a preferable design. Meta-regression identified game design (β = 0.211, p = 0.008) that had statistically significant effects on processing speed. Egger’s regression asymmetry test (p = 0.293) suggested no publication bias. Conclusions Game-based brain training can be considered a supplementary intervention for improving cognitive functions in community-dwelling older adults. Future trials should use well-designed trials with large sample sizes.
科研通智能强力驱动
Strongly Powered by AbleSci AI