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Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility
Maritta Välimäki1,2,3, Kaisa Mishina1, Johanna K Kaakinen4
1Department of Nursing Science, Faculty of Medicine, University of Turku, Turku, Finland.
Rehabilitative digital gaming did not significantly improve cognitive function or well-being in adults with traumatic brain injury (TBI) compared to entertainment gaming or passive control. Depression scores increased in the rehabilitative gaming group.
Area of Science:
- Neuroscience
- Rehabilitation Medicine
- Digital Health
Background:
- Traumatic brain injury (TBI) presents a significant public health challenge, necessitating extensive rehabilitation.
- Cognitive deficits and reduced well-being are common sequelae of TBI.
Purpose of the Study:
- To investigate the efficacy of rehabilitative digital gaming in enhancing cognitive functions and general well-being among individuals with TBI.
- To compare the effects of rehabilitative gaming against entertainment gaming and a passive control group.
Main Methods:
- A randomized controlled trial involving 90 adults with TBI, allocated to rehabilitative gaming, entertainment gaming, or passive control groups.
- Intervention involved 8 weeks of daily gaming (minimum 30 minutes). Cognitive status, attention, executive functions, working memory, depression, and self-efficacy were assessed at baseline, post-intervention, and 3-month follow-up.
- Feasibility aspects including acceptability, adherence, usability, and satisfaction were evaluated.
Main Results:
- No significant differences in cognitive improvements were observed between the rehabilitative gaming, entertainment gaming, and passive control groups.
- Participants in all groups showed general improvements in test scores, potentially due to practice effects.
- The rehabilitative gaming group experienced a significant increase in depression scores, while self-efficacy remained unchanged across all groups.
Conclusions:
- Rehabilitative digital gaming did not demonstrate superior efficacy over entertainment gaming or passive control for cognitive or well-being outcomes in TBI.
- Practice effects may explain observed improvements across all groups.
- Findings suggest entertainment gaming elements could inform future rehabilitative game design for TBI populations.
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