人口
随机对照试验
干预(咨询)
认知
痴呆
认知功能衰退
老年学
蒙特利尔认知评估
神经心理学
心理学
医学
包裹体(矿物)
物理疗法
队列
精神科
认知障碍
社会心理学
内科学
环境卫生
疾病
作者
Ana Cláudia Bonilha,Lemmy Willian Ribeiro,Marcelo Vasconcelos Mapurunga,Marcelo Demarzo,Fábio Honda Ota,Solange Andreoni,Luiz Roberto Ramos
标识
DOI:10.1080/13607863.2023.2258104
摘要
AbstractObjective To evaluate the impact of cognitive stimulation via digital inclusion and the practice of video games on the cognition of the older population.Method This is a randomized controlled intervention study, nested in a population cohort study. Based on the application of the Clinical Dementia Rating (CDR) test, individuals aged 60 years or older with scores 0 and 0.5 were included and randomly allocated in the Intervention Group (IG) or Control Group (CG). Initially, 160 participants met the selection criteria and underwent neuropsychological evaluation via the Montreal Cognitive Assessment (MoCA), applied before and after intervention. The IG (n = 62) participated in computer-based intervention once a week for one-and-a-half hours, for 4 months. The CG (n = 47) participated in the mindfulness workshops held in the same period.Results The digital literacy intervention group averaged 2.6 points more in the MoCA after 4 months. The change in the final MoCA decreased in 0.46 points at each unit in the basal MoCA. Individuals with average schooling had an increase of 0.93 points in the change of the MoCA in relation to individuals with low or high schooling.Conclusion Digital inclusion combined with the practice of video games has the potential to improve the cognition of the older population.Keywords: Older adultsmemorycognitive stimulationcomputersvideo games Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis study was carried out with the support of the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior – Brazil (CAPES) – Financing Code 001 and has universal funding by (CNPq) Conselho Nacional de Desenvolvimento Científico e Tecnológico.
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