Abstract

Objective

To evaluate the effectiveness of digital technology-based serious games (DTBSGs) interventions in older adults with mild cognitive impairment (MCI).

Methods

A librarian-designed search of eight databases was conducted to identify randomised controlled trials published in English or Chinese up to 10 August 2024. The primary and secondary outcomes were compared between the intervention and control groups. A fixed- or random-effects meta-analysis model was used to determine the mean difference, based on the results of the heterogeneity test. The certainty of evidence was assessed using the Grading of Recommendations Assessment, Development and Evaluation (GRADE) system.

Results

A meta-analysis of 28 trials, including 1698 participants, showed greater improvements in favour of interventions using DTBSGs compared to the control group in global cognitive function, executive function, attention function, depression, and activities of daily living (ADL). However, there was no significant improvement in memory function, anxiety, apathy or quality of life (QOL) compared to the control group. Subgroup analysis showed that computer games, exergames and iPad tablet games were superior to immersive virtual reality (VR) games in terms of global cognitive and executive function. VR games were superior to computer games in terms of attention and ADL. The GRADE evidence quality assessment results showed that global cognitive function and ADL were of moderate quality; executive function, attention, depression and anxiety were of low quality; and memory, apathy and QOL were of very low quality.

Conclusion

Patients with MCI benefited from DTBSGs. With the rapid development of information and communication technology, DTBSGs have great potential and may be used as adjuncts or substitutes in MCI rehabilitation.

This article is published and distributed under the terms of the Oxford University Press, Standard Journals Publication Model (https://dbpia.nl.go.kr/pages/standard-publication-reuse-rights)
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