沉浸式虚拟现实与非沉浸式严游戏用于轻度认知障碍的认知训练:系统审查和网络元分析
Shanguang Zhao1, Hongke Jiang1, Jin Li1
1Department of physical education, Shanghai Maritime University, Shanghai, China.
General hospital psychiatry
|November 28, 2025
概括
严的游戏 (SG) 对轻度认知障碍 (MCI) 的老年人来说,比虚拟现实 (VR) 显示出更大的认知益处. SG在认知,功能和情绪方面排名最高,这表明它在认知,功能和情绪方面排名最高.
科学领域:
- 数字健康干预措施 数字健康干预措施
- 认知神经科学是一种认知神经科学.
- 老年学是指老年学的学科.
背景情况:
- 虚拟现实 (VR) 和严游戏 (SG) 是新兴的数字干预措施,用于轻度认知障碍 (MCI) 的老年人认知康复.
- 对于MCI的认知,功能和情绪结果,VR与SG的相对有效性仍然不确定.
研究的目的:
- 为了比较VR和SG干预与常规控制对MCI老年人的认知功能,日常功能和抑郁症状的影响.
- 进行网络元分析,从随机对照试验中合成证据.
主要方法:
- 在多个数据库 (PubMed,Embase,科学网,Scopus,Cochrane图书馆) 进行系统搜索,截至2024年12月.
- 包括28项随机对照试验,共有1621名参与者,比较沉浸式VR,非沉浸式SG和传统护理.
- 主要结局:迷你精神状态检查 (MMSE) 和蒙特利尔认知评估 (MoCA);次要结局:日常生活活动 (ADL) 和老年抑郁量表 (GDS).
主要成果:
- 与对照组相比,严的游戏 (SG) 显著改善了MMSE和MoCA分数.
- 虚拟现实 (VR) 显示MMSE分数显著下降,对MoCA没有显著影响.
- 在VR或SG和ADL或GDS对照之间没有发现显著差异,尽管SG在这些领域的改善概率排名较高.
结论:
- 严的游戏 (SG) 与VR和MCI老年人的传统护理相比,显示出优越的认知益处.
- 对这一群体来说,SG似乎是一个更实用,更容易获得的数字干预.
- 建议进行进一步的对比研究,以确认SG在功能和情绪领域的优越性.
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