Digital game-based interventions for cognitive training in healthy adults and adults with cognitive impairment: Protocol for a two-part systematic review and meta-analysis
Digital game-based interventions for cognitive training in healthy adults and adults with cognitive impairment: Protocol for a two-part systematic review and meta-analysis
Abstract IntroductionDigital game-based training interventions are scalable solutions that may improve cognitive function for many populations with varying abilities. This two-part review aims to synthesise the effectiveness and key features of digital game-based interventions for cognitive training in: 1) healthy adults across the life span; and 2) adults with cognitive impairment, to update current knowledge and impact the development of future interventions for different adult subpopulations. Methods and analysisThis systematic review protocol follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses Protocols guidelines. A systematic search was performed in PubMed, Embase.com, CINAHL, Cochrane Library, Web of Science, PsycINFO and IEEE Explore on July 31st, 2022 for relevant literature published in the previous five years. Experimental, observational, exploratory, correlational, qualitative and mixed-methods studies will be eligible if they report at least one cognitive function outcome and include a digital game-based intervention intended to improve cognitive function. Reviews will be excluded but retained to search their reference lists for other relevant studies. All screening will be done by at least two independent reviewers. The appropriate Joanna Briggs Institute Critical Appraisal Tool, according to the study design, will be applied to perform the risk of bias assessment. Outcomes related to cognitive function and digital game-based intervention features will be extracted. Results will be categorised by adult life span stages in the healthy adult population for Part 1 and by neurological disorder in Part 2. Extracted data will be analysed quantitatively and qualitatively, according to study type. If a group of sufficiently comparable studies is identified, we will perform a meta-analysis applying the random effects model with consideration of the I2 statistic. Ethics and disseminationEthics approval is not applicable for this study since no original data will be collected. The results will be disseminated through peer-reviewed publications and conference presentations. PROSPERO registration numberCRD42022351265 Strengths and limitations of this study-We will adhere to the rigorous methodology in accordance with the most recent Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines.-The search strategy was developed in consultation with an experienced research librarian and customised to eight relevant databases.-The focus on cognitive outcomes and digital game-based intervention features will allow for in-depth analysis and insights for developing future interventions for specific populations.-This systematic review may be limited in power for generalisation if a limited number of studies are reported either for each adult lifespan stage or for each neurological disorder of interest.-The English language restriction may exclude relevant studies reported in a non-English medium.
Remus Alexandria、Raczkowska Marlena N.、Tan Joshua、Rai Bina、Tan Shi-Bei、Lee Joshann Chean Wen、Ho Dean
N.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||Department of Biomedical Engineering, NUS Engineering, National University of SingaporeN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of SingaporeN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||University College DublinN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||Department of Biomedical Engineering, NUS Engineering, National University of SingaporeN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||Department of Biomedical Engineering, NUS Engineering, National University of SingaporeN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||Department of Biomedical Engineering, NUS Engineering, National University of SingaporeN.1 Institute for Health (N.1), National University of Singapore||The Institute for Digital Medicine (WisDM), Yong Loo Lin School of Medicine, National University of Singapore||Department of Biomedical Engineering, NUS Engineering, National University of Singapore||Department of Pharmacology, Yong Loo Lin School of Medicine, National University of Singapore||The Bia-Echo Asia Centre for Reproductive Longevity and Equality, Yong Loo Lin School of Medicine, National University of Singapore
医学研究方法神经病学、精神病学
Cognitive trainingcognitionlongevitycognitive impairmentsystematic reviewmeta-analysisdigital gameserious games
Remus Alexandria,Raczkowska Marlena N.,Tan Joshua,Rai Bina,Tan Shi-Bei,Lee Joshann Chean Wen,Ho Dean.Digital game-based interventions for cognitive training in healthy adults and adults with cognitive impairment: Protocol for a two-part systematic review and meta-analysis[EB/OL].(2025-03-28)[2025-04-26].https://www.medrxiv.org/content/10.1101/2022.12.13.22283401.点此复制
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