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Cognitive development continues throughout adulthood, undergoing significant shifts across early, middle, and late stages. Individual transition occurs from adolescent idealism to pragmatic and adaptable thinking in early adulthood. During this period, individuals learn to integrate personal beliefs with the recognition that other perspectives are equally valid. Exposure to the complexities of modern society, diverse experiences, and higher education contribute to this adaptive thought process,...
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Exergaming in Older People Living with HIV Improves Balance, Mobility and Ameliorates Some Aspects of Frailty
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基于家庭的EXergames以提高多发性硬化症 (极端) 的认知功能.

Luca Prosperini1, Andrea Tacchino2, Serena Ruggieri3

  • 1Department of Neurosciences, San Camillo Forlanini Hospital, Roma, Italy luca.prosperini@gmail.com.

Journal of neurology, neurosurgery, and psychiatry
|October 1, 2025
PubMed
概括

在家进行的炼游戏有望改善多发性硬化症 (MS) 患者的认知和运动功能,这些患者有处理速度缺陷. 然而,它们与认知训练的非劣势性没有被确立,并且好处没有长期持续.

关键词:
多发性硬化症多发性硬化症

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科学领域:

  • 神经学 神经学
  • 康复医学 康复医学 康复医学
  • 数字健康数字健康

背景情况:

  • 多发性硬化症 (MS) 经常导致致残的运动和认知功能障碍,特别是处理速度受损,难以管理.
  • 运动游戏为解决这些MS相关损伤提供了潜在的家庭干预.

研究的目的:

  • 评估exergames作为MS和处理速度受损的个人独立治疗的有效性.
  • 为了比较exergames与自适应性认知训练和假干预的有效性.

主要方法:

  • 一个三臂,随机,评分盲,假控制的试验,涉及102名患有MS和处理速度受损的参与者.
  • 参与者被分配到为期8周的家庭炼游戏,自适应性认知训练 (COGNI-TRAcK) 或假冒干预.
  • 主要结局是符号数字模式测试 (SDMT),随机化后8周和16周进行评估.

主要成果:

  • 与假冒干预相比,8周后,exergames和COGNI-TRAcK都显著改善了SDMT得分.
  • 在SDMT上,exergames与COGNI-TRAcK的非劣势是不确定的.
  • 炼游戏也改善了执行功能,平衡和疲劳,但这些影响在第16周减少.

结论:

  • 家庭练习游戏可以是一个可行的独立方法来增强MS的特定认知和运动缺陷.
  • 与工作记忆训练相比,exergames的非劣势的证据仍然不足.
  • 需要进一步的研究来了解MS管理中炼游戏的长期可持续性.