Computer-assisted Intervention using Touch-screen Video Game
Technology on Cognitive Function and Behavioural Symptoms for
Community-dwelling Older Chinese Adults with Mild-to-Moderate
Dementia
Preliminary Results of a Randomized Controlled Trial
Ruby Yu
1
, Dawn Poon
2
, Ashley Ng
2
, Kitty Sit
2
, Jenny Lee
1
, Bosco Ma
1
, Cm Lum
3
, Fannie Yeung
1
,
Martin Wong
1
, Elsie Hui
3
and Jean Woo
1
1
Department of Medicine & Therapeutics, The Chinese University of Hong Kong,
Sha Tin, New Territories, Hong Kong, China
2
Occupational Therapy Department, Shatin Hospital, Sha Tin, New Territories, Hong Kong, China
3
Department of Medicine & Geriatrics, Shatin Hospital, Sha Tin, New Territories, Hong Kong, China
Keywords: Ageing, Behavioural and Psychological Symptoms, Cognitive Function, Computer-Assisted Intervention,
Dementia, Video Game.
Abstract: Objective: This study explored the potential benefits of a computer-assisted intervention using touch-screen
videogame technology on cognitive function and behavioural symptoms in older adults with mild-to-
moderate dementia. Methods: A randomized-controlled-trial is being conducted comparing a videogame
training and a conventional cognitive training. Until January 2015, 32 community-dwelling older Chinese
adults (mean age 83y, range 70-99y, 69% women) with mild-to-moderate dementia were randomly assigned
to the videogame training (intervention group n=16) or the cognitive training (control group n=16). The
intervention group performed a computer-assisted training encompassing 4 videogames using touch-screen
interfaces for 30 minutes/session, 1-2 sessions/week for a total of 8 sessions; the control group performed a
matched training encompassing 4 cognitive activities for same amount of time. Results: The intervention
group demonstrated significant improvements in game performance, Montreal Cognitive Assessment
language sub-score, Neuropsychiatric Inventory (NPI) total and distress scores, while the control group
showed improvement in activity performance and NPI distress score (all P<0.05). Compared to the control
group, the intervention group had significantly improved Cohen-Mansfield Agitation Inventory total score
and verbally aggressive sub-score (both P<0.05). Conclusions: Touch-screen videogame training can
alleviate behavioural symptoms in older adults with mild-to-moderate dementia. Its efficacy to improve
cognitive and other related functions warrants further investigation.
1 INTRODUCTION
With a rapidly ageing population, dementia has
become an important public health issue worldwide.
It is a chronic neurodegenerative disease
characterised by progressive neuropathologic
changes (neocortical atrophy, neuron and synapse
loss, neuritic plaques, and neurofibrillary tangles)
and declines in cognitive function (Twamley, 2006).
Nevertheless, evidence from neuroimaging studies
have suggested that individuals with early dementia
retain a range of cognitive capacities and can engage
additional brain regions during cognitive tasks
(Becker, 1996, Grady, 2003). These findings provide
evidence of plasticity in the neural systems in
individuals with dementia. Research on
interventions and particularly cognitive training have
demonstrated altered patterns of brain activity and
task-specific performance enhancement in healthy
adults (Olesen, 2004, Erickson, 2007). As such,
regular training on specific tasks may be able to
provide a progressive challenge to individuals’ (even
with dementia) cognitive abilities and may improve
their cognitive function.
297
Yu R., Poon D., Ng A., Sit K., Lee J., Ma B., Lum C., Yeung F., Wong M., Hui E. and Woo J..
Computer-assisted Intervention using Touch-screen Video Game Technology on Cognitive Function and Behavioural Symptoms for Community-dwelling
Older Chinese Adults with Mild-to-Moderate Dementia - Preliminary Results of a Randomized Controlled Trial.
DOI: 10.5220/0005490402970302
In Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health (AGEWELL-2015),
pages 297-302
ISBN: 978-989-758-102-1
Copyright
c
2015 SCITEPRESS (Science and Technology Publications, Lda.)
Computerised cognitive training (video games
training) have been recognized as a powerful tool for
improving cognitive function (Green, 2008).
Research results from the last decade have
demonstrated positive effects not only on the
specific cognitive domain(s) being practiced (Stern,
2011, Oei, 2013) but transfer effects to other related
cognitive functions (Mahncke, 2006, Basak, 2008,
Nouchi, 2012). A recent systematic review reported
that for healthy older people, video game training
improved performance in specific cognitive domains
(e.g., reaction time, processing speed) relative to the
control (Kueider, 2012). However, a large-scale
online study of video game training among adults
aged 18–60 failed to show transfer of proficiency
from trained tasks to untrained tasks (Owen, 2010).
More recently, several small studies have been
performed, with mixed results (van Muijden, 2012,
Bozoki, 2013).
Relatively few studies of video game
interventions have been performed in older people
with cognitive decline (MCI and dementia) and
results have been mixed, with some studies
suggesting significant improvements in specific
cognitive domains (e.g., verbal learning, memory
measures, execution functions) (Schreiber, 1999,
Barnes, 2009, Man, 2012, Zaccarelli, 2013) and
others reporting no effects (Hofmann, 1996, Finn
and McDonald, 2014) or no incremental effects on
top of a conventional cognitive training (Gaitan,
2013). Therefore, the widely held belief that
computerized cognitive training programs improve
cognitive function in older people with dementia in
our opinion lacks empirical support. If such training
enhances cognitive function, then the question is
whether those benefits transfer to other untrained
cognitive functions? In addition, the effects of video
game training on behavioural and psychological
symptoms (BPSD) in dementia are still lacking.
Therefore, we performed a randomized controlled
trial (RCT) to compare the effects of a computer-
assisted video game training using touch screen
technologies with a conventional cognitive training
in older adults with mild-to-moderate dementia. The
present study documented the preliminary findings
of the changes in task-specific performance,
cognitive functions, and BPSD after the treatments.
2 METHODS
2.1 Study Design
This is a RCT. After eligibility check, subjects and
their carergivers were randomly allocated into either
the video game training (intervention) or the
conventional cognitive training (control) group.
Block randomization was adopted. Subjects and
their carergivers were aware of the treatment
assigned. The rater was blinded to the treatment
allocation. The trainer (trained research assistant) for
both the intervention and the control group were
blinded to the outcome performance. The study was
carried out in the Geriatric Day Hospital of Shatin
Hospital, Hong Kong.
2.2 Subjects
Community-dwelling older adults aged 60 years and
above with mild-to-moderate dementia were
recruited from community dementia day care
centres, geriatric outpatient clinics, and day
hospitals. For this study, subjects with Mini-Mental
State Examination (MMSE) (Folstein, 1975, Chiu,
1994) score 10–24 were included. Criteria for a
diagnosis of dementia was based on the Diagnostic
and Statistical Manual of Mental Disorders (DSM-
IV) (American Psychiatric Association, 2000).
Severity of dementia was determined using Clinical
Dementia Rating (CDR) (Hughes, 1982, Morris,
1997). Only subjects with mild-to-moderate
dementia (CDR 1 or 2) were invited to participate.
Subjects were excluded if they have severe medical
conditions limiting their abilities to complete the
treatment. Concurrent psychotropic medication was
allowed without restriction, but any change in
psychotropic prescription over the course of
treatment period was monitored. Informed consent
was obtained from every eligible subject agreeing to
participate as well as their caregivers. When a
subject was unable to give informed consent, proxy
consent was obtained.
2.3 Video Game Training
Subjects assigned to the intervention group were
invited to participate in the computer-assisted video
game training 30 minutes/session, one to two
sessions/week for a total of eight sessions, provided
by a trained research assistant. Four touch-screen
video games, including 1) Bingo, 2) Connect the dot
ultimate (lite), 3) Find difference, and 4) Mosquito
splash that mainly tap working memory and
attention control were used (Figure 1). Interactive
touch-screens / displays (Sur 40, I-pad, optical touch
computer screen) were used. In Bingo, subjects were
given a figure captured from the objects in daily
lives and they were asked to identify and press the
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same figure in a table with different figures. The
game was won whenever a horizontal, diagonal or
vertical line was made from the pressed figures in
the table. In Connect the dot ultimate (lite), subjects
were asked to connect the dots by pressing the
number on the dots in an ascending order to draw a
cartoon figure. In Find difference, subjects were
asked to find the differences between two photos by
pressing the point of difference within a time limit
for each set of photo. The time limit would be
shortened if mistakes were made. In Mosquito
splash, subjects required to press the mosquitoes on
the screen to squash them. Butterflies were also
appeared on the screen but they should be avoided.
Instructions were provided before each training
session, which was proceeded for at least 30
minutes. During the sessions, reinforcements were
given to encourage participation.
Figure 1: Bingo, Connect the dot ultimate (lite), Find
difference, and Mosquito splash (From left to right).
2.4 Conventional Cognitive Training
Subjects assigned to the control group received
conventional cognitive training activities in which
the training elements were matched with those in the
computer-assisted videogame training. Four
cognitive activities were used, including 1) Beads
sequencing, 2) Stringing pegs & pegboard set, 3)
Find difference, and 4) Power trainer (Figure 2). In
beads sequencing, subjects were asked to stack the
colored beads on a dowel to match the patterned
cards with figures in specific colours and shapes. In
stringing pegs & pegboard set, subjects put the
corrected colour pegs in the holes on the crepe
rubber pad according to the pattern card given. Then
they used corrected colour strings to lace through
each peg hole, as indicated in the pattern card. In
Find difference, subjects were asked to compare two
photos and identify their differences by drawing a
circle on the point of difference. In power trainer,
subjects were asked to do hand cycling using the
machine.
Figure 2: Beads sequencing, Stringing pegs & pegboard,
Find difference, and Power trainer (From left to right).
2.5 Outcome Measures
This preliminary analysis focused on task-specific
performance, cognitive function as well as
psychological and behavioural measures assessed at
the baseline (pre-), during, and post-treatment. Task
performance was estimated with the task-specific
scores of response accuracy (e.g., number of correct
responses) and response time (e.g., attention time,
time to respond correctly to the stimuli/complete the
required task) that were measured across all video
games and activities administered. A higher score
generally means that the subject performed better.
Cognitive functions were measured with the
Chinese version of the MMSE. It contains 20 items
and scores range from 0 to 30. A higher score
denotes better cognitive functioning. To screen for
additional cognitive domains, language and attention
subsets of the Montreal Cognitive Assessment
(MoCA) (Nasreddine, 2005, Yeung, 2014), digit
span (Wechsler, 1997), and the category verbal
fluency tests (CVFT) (Thurstone, 1938, Mok, 2004)
were also included.
Neuropsychiatric symptoms were assessed with
the Chinese version of the Neuropsychiatric
Inventory (NPI) (Cummings, 1994, Leung, 2001). It
is an informant based standard assessment for a wide
range of neuropsychiatric symptoms. Scores of the
scale can range from 0 to 144, with the higher score
representing higher frequency and/or higher severity
of the symptoms. Agitated behaviour was assessed
with the Chinese version of the Cohen-Mansfield
Agitation Inventory (CMAI) (Cohen-Mansfield,
1989, Choy, 2001). Scores of the scale can range
from 29 to 203, with the higher score reflecting
more severe agitation. Depressive symptoms were
assessed with the Chinese version of the Cornell
Scale for Depression in Dementia (CSDD)
(Alexopoulos, 1988, Lam, 2004, Lin, 2008). The
information was elicited through two semi-
structured interviews, one with the patient and one
with the caregiver. Scores above 10 indicate a
probable major depression. Scores above 18 indicate
a definite major depression. The simplified face
scale was used to assess mood state before and after
each treatment session. It is a very brief, pictorial
scale of mood which uses a sequence of seven faces
and does not require reading literacy (Wada, 2005)
2.6 Statistical Analysis
An intention-to-treat analysis was carried out, in that
all available data was included. Differences between
pre- and post-treatment were compared using pair-t-
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SymptomsforCommunity-dwellingOlderChineseAdultswithMild-to-ModerateDementia-PreliminaryResultsofa
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tests. Differences between the intervention and
control groups in relation to outcome measures were
compared using the analysis of independent-t-tests.
Effect sizes were computed. A threshold of 0.2 SD
was used to estimate the minimal clinically
important differences in task-specific change scores.
Subjects were then classified as having “improved”
(change score > +0.2 SD, “no change” (-0.2 SD <
change score < +0.2 SD), or “declined” (change
score > -0.2 SD) for the task-specific performance.
X
2
statistics was adopted to examine whether the
percentage of those assessed as “improved” is
greater within and between the treatment groups.
Data analyses were conducted by SPSS. A P<0.05
was taken as the level of statistical significance.
3 PRELIMINARY RESULTS
Recruitment began in June 2014 and the completion
of trial is expected for June 2015. Between June
2014 and January 2015, 32 older Chinese men and
women aged 60 years and older with mild-to-
moderate dementia were recruited and completed the
post-treatment assessment. The mean age of the
subjects was 83 (range 70-99) years, 69% were
women, 75% were classified as mild dementia
(CDR=1), and the overall mean MMSE was 16.6±
3.9. All subjects were able to perform the training
tasks according to the instructions. On average, 94%
subjects engaged in the games/activities properly
across the sessions. The intervention group was
comparable with the control group with regard to
age, sex, education, and the outcome measures,
including cognitive functions, BPSD, depressive
symptoms, and mood. Of the 32 subjects, 30
completed all eight sessions, one competed seven,
and one completed six sessions.
For task-specific performance (in terms of
response accuracy and time), 77% subjects in the
intervention group improved on the training games
(i.e., “improved” cluster), which was significantly
more than the portion of subjects classified into “no
change” (15%) or “declined” (7%, P<0.01). The
improvement was also seen in the control group
(93% improved, P<0.01).
For cognitive function, the intervention group
demonstrated significant improvements in MoCA
language sub-scores (pre 1.5, post 2.0, P<0.05,
Effect Size (ES) 0.82). However, evaluation of other
cognitive abilities (e.g., MMSE total score and sub-
scores, MoCA attention sub-scores, digit span, and
the CVFT) did not reveal any significant changes.
For BPSD, both groups reduced their NPI distress
scores (intervention pre 2.7, post 1.3, P<0.05, ES
0.62, control pre 3.9, post 2.4, P<0.05, ES 0.28), but
only subjects in the intervention group significantly
reduced their NPI total score (pre 12.8, post 7.9,
P<0.05, ES 0.45).
Compared to the control group, the intervention
group had significantly improved CMAI total score
(intervention mean-diff -1.4, control mean-diff 2.1,
P<0.05, ES 0.84) and verbally aggressive sub-score
(intervention mean-diff -1.4, control mean-diff 1.6,
P<0.05, ES 0.84). Nevertheless, the pre-to-post
differences in CMAI were not significant for either
group (P=0.070-0.187). No differences in CSDD or
simplified face scale scores were observed within or
between groups.
4 DISCUSSION
In this era of digital technology, video game training
has been reported in several trials with promising
results (Green, 2008). Similarly, there are supporting
data that video game training could be an alternative
choice for patients with cognitive decline (Schreiber,
1999, Barnes, 2009, Man, 2012, Zaccarelli, 2013).
However, others reported no significant effects
(Hofmann, 1996, Finn, 2014, Gaitan, 2013). This
study explored the potential benefits of a video game
training in older adults with mild-to-moderate
dementia. The preliminary findings demonstrated
that while both treatment groups exhibited some
signs of improvement in their performance on
cognitive tasks after the training sessions, there were
no significant changes on the MMSE total score, and
no improvements were found in the specific
cognitive domains/related functions, except for the
language ability (MoCA language sub-score), which
was improved in the intervention group. It is
unlikely that the improvements were due to practice
effects as the control group was administered the
same instrument the same number of times. The
improvement in language ability demonstrated a
potential transfer effect of the video game training,
because language was an untrained cognitive
function in this study.
However, we are unable to determine the precise
mechanisms by which the beneficial effect was
achieved. The mechanism of this transfer effect
could be explained by the theory which
hypothesized that transfer can occur if the training
and transfer tasks involve overlapping processing
components and engage the same brain
regions.(Jonides, 2004, Dahlin, 2008) Since 77% of
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our subjects improved their game performance,
where working memory and attention control that
were trained in the video games in this study are
involved in the same brain region (left ventrolateral
prefrontal cortex, VLPFC) with language processing
(Thompson-Schill, 2005), therefore, the transfer
effect of the video game training on language
processing could be mediated through VLPFC.
However, there were no effects of the performance
on recall, attention and calculation, orientation,
registration, digit span, or the CVFT. There is a
possibility that the training duration of our study
may not be sufficient enough to obtain the transfer
of training. In addition, our measurements of those
specific cognitive domains may not be appropriate to
detect the transfer effect to untrained tasks. Hence,
the potential transfer effect of video game training
warrants further investigation.
We also found that the video game training was
more effective in alleviating BPSD than the
conventional cognitive training. The NPI total score
decreased by as much as 51.9% and 38.5% in the
intervention group and the control group,
respectively. Furthermore, compared to the control
group, the intervention group had significantly
improved CMAI total score and verbally aggressive
sub-score. The underlying mechanism for this is not
clear. Possibly, BPSD are a manifestation of feelings
of loneliness, boredom, or feelings that decrease
with the involvement of stimulating activities and/or
social interaction. Several studies have reported that
various psychological interventions and stimulating
activities are associated with improvements in BPSD
(Ballard, 2002, Cohen-Mansfield, 1997). Therefore,
our results seem to corroborate the hypothesis that
BPSD are in great part the result of stimulus and
social deprivation. To our knowledge, this is the first
study to assess the effects of video game training on
BPSD in dementia. Our findings suggested that
video game training is a possible alternative therapy
for managing BPSD in dementia. Further analysis of
social interaction during the intervention using
observation data will be performed at the next stage
to elucidate the possible pathway.
There are several limitations in this study. We
are not able to specify whether the positive effects
are the result of a particular video game, or of
several, or all in this current analysis. Moreover, the
sample size was small which may have obscured the
detection of potential difference between the groups.
Despite these limitations, our study has several
methodological strengths. We used an extensive
assessment tools, allowing us to obtain measures in
multiple cognitive functions, as well as BPSD,
depression, and mood.
5 CONCLUSIONS
These findings suggest that touch-screen video game
training is feasible and may be potentially a training
approach in alleviating behavioural symptoms in
older adults with mild-to-moderate dementia. Its
efficacy to improve cognitive and other untrained
functions warrants further investigation. Our
findings required substantiation by larger samples.
ACKNOWLEDGEMENTS
The study was supported by the Direct Grant for
Research 2013/2014 (Reference No.: 2013.1.042),
Faculty of Medicine, the Chinese University of
Hong Kong.
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