Background: In the past few years numerous mobile games have been developed to train the brain. There is a lack of information about the relation between the scores obtained in these games and the cognitive abilities of the patients.
Objective: The aim of this study was to determine whether or not mobile games can be used to assess cognitive abilities of elderly.
Methods: Twenty healthy young adults, 29 old patients with cognitive impairments (Mini-Mental State Exam (MMSE) [20- 24]) and 27-aged controls participated in this study. Scores obtained in 7 mobile games were correlated with MMSE and the Addenbrooke's Cognitive Evaluation revised (ACE-R).
Results: Statistically significant differences were found for all games between patients with cognitive impairments and the aged controls. Correlations between the average scores of the games and the MMSE and ACE-R are significant (R = 0.72 [p < 0.001] and R = 0.81 [p < 0.001], respectively).
Conclusion: Scores of cognitive mobile games could be used as an alternative to MMSE and ACE-R to evaluate cognitive function of aged people with and without cognitive impairment at least when MMSE is higher than 20/30.
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http://dx.doi.org/10.3233/JAD-180224 | DOI Listing |
J Med Internet Res
January 2025
Department of Neurology, West China Hospital, Sichuan University, Chengdu, China.
Background: Despite the increasing popularity of electronic devices, the longitudinal effects of daily prolonged electronic device usage on brain health and the aging process remain unclear.
Objective: The aim of this study was to investigate the impact of the daily use of mobile phones/computers on the brain structure and the risk of neurodegenerative diseases.
Methods: We used data from the UK Biobank, a longitudinal population-based cohort study, to analyze the impact of mobile phone use duration, weekly usage time, and playing computer games on the future brain structure and the future risk of various neurodegenerative diseases, including all-cause dementia (ACD), Alzheimer disease (AD), vascular dementia (VD), all-cause parkinsonism (ACP), and Parkinson disease (PD).
J Med Internet Res
January 2025
Department of Epidemiology, Boston University School of Public Health, Boston University, Boston, MA, United States.
Background: Digital gaming has become increasingly popular among older adults, potentially offering cognitive, social, and physical benefits. However, its broader impact on health and well-being, particularly in real-world settings, remains unclear.
Objective: This study aimed to evaluate the multidimensional effects of digital gaming on health and well-being among older adults, using data from the Japan Gerontological Evaluation Study conducted in Matsudo City, Chiba, Japan.
Cureus
December 2024
Orthopedic Surgery, University of Alabama at Birmingham School of Medicine, Birmingham, USA.
Introduction A subject of ongoing debate within the National Football League (NFL) community revolves around the comparative risk of anterior cruciate ligament (ACL) injuries on natural versus artificial turf field surfaces. There have been mixed results as to whether there is a difference in injury rates depending on the playing surface and what factors might play a role in affecting these rates. Methods This study aims to compare the incidence of in-game knee ligament tears in the NFL during the 2020-2023 seasons.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFJ Behav Addict
January 2025
Department of Maternal and Child Health, School of Public Health, Sun Yat-sen University, Guangzhou 510080, China.
Objective: To explore the individual and interactive associations between mobile gaming addiction (MGA), excessive consumption of sugar-sweetened beverages (SSBs), and overweight/obesity among schoolchildren, and to investigate whether these interactions vary by gender or grade level.
Methods: Data were drawn from the Children's Growth Environment, Lifestyle, and Physical and Mental Health Development project (COHERENCE) conducted in Guangzhou, China, during the 2019/20 academic year. 418,197 children aged 6-12 years were included in the study.
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