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Esports Interventions for Dementia and Mild Cognitive Impairment: A Rapid Scoping Review
Kohei Okuyama1, Yuichi Isaji2, Katsuyoshi Tanaka2
1Department of Physical Therapy, School of Health Sciences, Bukkyo University, Kyoto, Japan, kohei.1127@gmail.com.
Introduction:
Conventional non-pharmacological interventions for dementia and mild cognitive impairment (MCI) often face challenges related to motivation and adherence. Esports may offer a more intrinsically motivating alternative, but the evidence base remains limited. We aimed to map the existing evidence on esports interventions in individuals with clinically diagnosed dementia or MCI.
Methods:
This rapid scoping review followed PRISMA-ScR, Joanna Briggs Institute, and Cochrane rapid review methods guidance. Searches were conducted in six bibliographic databases (MEDLINE, CENTRAL, Embase, PsycINFO, Web of Science, CINAHL). We also searched one gray-literature database (BASE) and two trial registries (WHO ICTRP,
Results:
Six studies, including three randomized controlled trials (intervention group: n = 84), were included. All interventions utilized exergames delivered via commercial gaming consoles (Nintendo Wii or Switch, Microsoft Xbox Kinect). Samples were small (n = 3-23). Participants frequently reported favorable psychosocial effects - such as enjoyment and program satisfaction; however, objective end points were seldom assessed. Across the limited quantitative data, no trial demonstrated significant gains in global cognition, and findings for physical performance were inconsistent. No serious adverse events were reported; however, safety monitoring was inconsistently described.
Conclusion:
Current evidence is insufficient to support esports as a therapeutic approach for dementia or MCI. Although participants consistently enjoyed the sessions, these subjective benefits alone do not establish clinical efficacy. Larger, well-controlled trials with validated cognitive and physical outcomes are needed before esports can be considered for routine care.
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