Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration.

Détails

ID Serval
serval:BIB_B7716A9C6EC7
Type
Article: article d'un périodique ou d'un magazine.
Sous-type
Synthèse (review): revue aussi complète que possible des connaissances sur un sujet, rédigée à partir de l'analyse exhaustive des travaux publiés.
Collection
Publications
Institution
Titre
Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration.
Périodique
Current opinion in neurology
Auteur⸱e⸱s
Sokolov A.A., Collignon A., Bieler-Aeschlimann M.
ISSN
1473-6551 (Electronic)
ISSN-L
1350-7540
Statut éditorial
Publié
Date de publication
04/2020
Peer-reviewed
Oui
Volume
33
Numéro
2
Pages
239-248
Langue
anglais
Notes
Publication types: Journal Article ; Research Support, Non-U.S. Gov't
Publication Status: ppublish
Résumé
Cognitive decline because of aging and neurodegeneration has become increasingly prevalent. This calls for the implementation of efficacious, motivating, standardized and widely available cognitive interventions for the elderly. In this context, serious video games and virtual reality may represent promising approaches. Here, we review recent research on their potential for cognitive prevention and neurorehabilitation of age-related cognitive decline and mild cognitive impairment (MCI).
The majority of currently available data in this evolving domain lacks the methodological quality to draw reliable conclusions on the potential of novel technology for cognitive training in older people. However, single well designed randomized controlled trials have reported promising effects of cognitive interventions involving serious video games and virtual reality. The cognitive benefits of exergames promoting physical exercise with and without combined cognitive training remain unclear.
The immersion into stimulating and motivating environments along with training content based on neuroscientific and neuropsychological models may represent a significant advance as compared with conventional computerized cognitive training. Additional research with sound methodology including sufficient sample sizes, active control groups and meaningful outcome measures of everyday function is needed to elucidate the potential of serious video games and virtual reality in multifactorial neurorehabilitation of cognitive decline in aging and neurodegeneration.
Pubmed
Web of science
Création de la notice
20/02/2020 16:26
Dernière modification de la notice
23/10/2020 6:23
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