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

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

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BORIS DOI
10.48350/149459
Date of Publication
April 2020
Publication Type
Article
Division/Institute

Universitätsklinik fü...

Contributor
Sokolov, Arseny Alexandrovitsch
Universitätsklinik für Neurologie
Collignon, Amélie
Bieler-Aeschlimann, Mélanie
Subject(s)

600 - Technology::610...

Series
Current opinion in neurology
ISSN or ISBN (if monograph)
1473-6551
Publisher
Wolters Kluwer Health
Language
English
Publisher DOI
10.1097/WCO.0000000000000791
PubMed ID
32073439
Description
PURPOSE OF REVIEW

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).

RECENT FINDINGS

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.

SUMMARY

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.
Handle
https://boris-portal.unibe.ch/handle/20.500.12422/38677
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FileFile TypeFormatSizeLicensePublisher/Copright statementContent
Sokolov__2020__Serious_video_games_and_virtual_reality.pdfAdobe PDF266.7 KBpublisherpublishedOpen
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