Do-It-Yourself Gamified Cognitive Training: Viewpoint.
Parkinson disease
cognitive remediation
video games
Journal
JMIR serious games
ISSN: 2291-9279
Titre abrégé: JMIR Serious Games
Pays: Canada
ID NLM: 101645255
Informations de publication
Date de publication:
07 May 2019
07 May 2019
Historique:
received:
06
09
2018
accepted:
20
01
2019
revised:
06
12
2018
entrez:
9
5
2019
pubmed:
9
5
2019
medline:
9
5
2019
Statut:
epublish
Résumé
Cognitive decline is an important nonmotor symptom in Parkinson disease (PD). Unfortunately, very few treatment options are available. Recent research pointed to small positive effects of nonpharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of (traditional) paper-pencil cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing 3 different self-invented ways of cognitive gaming in patients with PD, we aimed to raise awareness for the potential of gamified cognitive training in PD patients. In addition, we hoped to inspire the readers with our case descriptions, highlighting the importance of both personalization and cocreation in the development of games for health. In this viewpoint, we have presented 3 PD patients with different ages, with different disease stages, and from various backgrounds, who all used self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. On the basis of the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used.
Identifiants
pubmed: 31066713
pii: v7i2e12130
doi: 10.2196/12130
pmc: PMC6528436
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e12130Informations de copyright
©Sjors CF van de Weijer, Mark L Kuijf, Nienke M de Vries, Bastiaan R Bloem, Annelien A Duits. Originally published in JMIR Serious Games (http://games.jmir.org), 07.05.2019.
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