Effects of physically active video gaming on cognition and activities of daily living in childhood brain tumor survivors: a randomized pilot study.

Neurooncol Pract

Department of Pediatrics, Institute of Clinical Sciences, Sahlgrenska Academy, University of Gothenburg, Sweden (M.S., K.B., I.E., B.L.); Queen Silvia Children's Hospital, Sahlgrenska University hospital, S-416 85 Gothenburg, Sweden (M.S., A.S., J.G., K.B., B.L.); Centre for Brain Repair and Rehabilitation, Institute of Neuroscience and Physiology, Sahlgrenska Academy, University of Gothenburg, Sweden (J.B., K.B.); Department of Translational Medicine, Lund University, Sweden (D.A.); Department of Clinical Sciences, Karolinska Institutet, and Danderyd University Hospital, Stockholm, Sweden (J.-M.S.); Department of Psychology, Faculty of Social Science, University of Gothenburg, Sweden (J.G.); Department of Women's and Children's Health, Karolinska Institutet, and Department of Pediatric Oncology, Karolinska University Hospital, SE-171 76 Stockholm, Sweden (K.B.).

Published: June 2017

Background: Physical activity can enhance cognitive functions in both animals and humans. We hypothesized that physically active video gaming could: i) improve cognitive functions and ii) improve the execution of activities of daily living among survivors of childhood brain tumors.

Methods: Children 7 to 17 years old who completed treatment, including radiotherapy, for a brain tumor 1 to 5 years earlier were randomized to either intervention or waiting list. After 10 to 12 weeks the groups crossed over. The intervention consisted of active video gaming, using a motion-controlled video console (Nintendo Wii), for a minimum of 30 minutes a day, 5 days a week and weekly Internet-based coaching sessions. Evaluations before and after each period included tests of the execution of activities of daily living, using the Assessment of Motor and Process Skills (AMPS) and cognitive tests. Test scores before and after the intervention were compared. A parallel group comparison was performed as a sensitivity analysis.

Results: All 13 children enrolled completed the program. Compared to baseline, the motor (= .012) and process (=.002) parts of AMPS improved significantly after active video gaming. In the parallel group analysis the improvement in the process part of AMPS remained statistically significant (= .029), but not the change in AMPS motor score (= .059). No significant change was found in cognitive tests although there were trends for improvement in sustained attention ( = .090) and selective attention ( = .078).

Conclusion: In this pilot study, active video gaming used as a home-based intervention for childhood brain tumor survivors improved motor and process skills in activities of daily living.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6655361PMC
http://dx.doi.org/10.1093/nop/npw020DOI Listing

Publication Analysis

Top Keywords

active video
20
video gaming
20
activities daily
16
daily living
16
childhood brain
12
brain tumor
12
physically active
8
tumor survivors
8
pilot study
8
cognitive functions
8

Similar Publications

Want AI Summaries of new PubMed Abstracts delivered to your In-box?

Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!