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Accepted for/Published in: JMIR Aging

Date Submitted: Feb 1, 2023
Date Accepted: Aug 30, 2023

The final, peer-reviewed published version of this preprint can be found here:

Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial

Urwyler P, Gupta RK, Michael F, Niklaus J, Müri RM, Nef T

Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial

JMIR Aging 2023;6:e46177

DOI: 10.2196/46177

PMID: 37916859

PMCID: 10632698

Tablet-based puzzle game training intervention on cognitive function and well-being: A pilot feasibility study in healthy adults including elderly.

  • Prabitha Urwyler; 
  • Rajnish Kumar Gupta; 
  • Falkner Michael; 
  • Joel Niklaus; 
  • René Martin Müri; 
  • Tobias Nef

ABSTRACT

Background:

Promoting cognitive health is key to maintaining cognitive and everyday function and preventing the risk of cognitive impairment or dementia. Existing scientific evidence shows the benefits of various training modalities on cognition. One way to promote cognitive health is engagement in cognitive activities (e.g., board and video games).

Objective:

The study aimed to investigate the benefits of dynamic adaptive casual puzzle game training on cognitive function and well-being in healthy older adults.

Methods:

Twelve older adults (6 female; mean age= 58.92 [SD 10.28] years; range: 46 to 75 years) were included in the pilot-RCT study. This study was a randomized controlled trial using a crossover design with two phases (eight weeks each) and three measurement waves (pre, mid, and post). The participants were randomly allocated either to the control or experimental group. In the control group, participants read newspapers between the pre- and mid-test, then switched to cognitive training with puzzle games. In the experimental group, interventions were crossed over. Baseline measurements (pre-test) were collected prior to the intervention. The interventions were delivered on tablet computers and took place unsupervised at participants’ homes.

Results:

The outcome measures were the global cognitive function, higher cognitive function, and emotional well-being at three-time points (pre-, mid-, and post-test) using standardized neuropsychological tests. The participants showed improvements in their visual attention and visuospatial measures after the puzzle game intervention.

Conclusions:

The study showed that digital games are a feasible way to train cognition in healthy older adults. The algorithm-based dynamic adaption allows accommodations for persons with different cognitive levels of skill. The results of the study will guide future prevention efforts and trials in high-risk populations. Clinical Trial: ClinicalTrials.gov NCT03139799; https://clinicaltrials.gov/ct2/show/NCT03139799


 Citation

Please cite as:

Urwyler P, Gupta RK, Michael F, Niklaus J, Müri RM, Nef T

Tablet-Based Puzzle Game Intervention for Cognitive Function and Well-Being in Healthy Adults: Pilot Feasibility Randomized Controlled Trial

JMIR Aging 2023;6:e46177

DOI: 10.2196/46177

PMID: 37916859

PMCID: 10632698

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