2020
DOI: 10.1097/wco.0000000000000791
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Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration

Abstract: Purpose of reviewCognitive 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 agerelated cognitive decline and mild cognitive impairment (MCI). Recent … Show more

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Cited by 50 publications
(32 citation statements)
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“…The term VR is frequently used in the wrong way, as some studies improperly define computer-based devices providing stimuli on a monitor (e.g., video games), which clearly lack two out of the three key features of VR, i.e., immersion and presence. As gaming consoles are widely available, clinicians have indeed started to use low-cost commercial immersive systems designed for recreation as an alternative way of delivering VR ( 55 57 ), but the lack of specific VR features may result in a limited therapeutic effect of these devices. Moreover, VR systems are often cumbersome and expensive, thus hampering the possibility to perform VR rehabilitation interventions outside the outpatient clinics ( 44 ).…”
Section: Virtual Reality For Cognitive Rehabilitationmentioning
confidence: 99%
“…The term VR is frequently used in the wrong way, as some studies improperly define computer-based devices providing stimuli on a monitor (e.g., video games), which clearly lack two out of the three key features of VR, i.e., immersion and presence. As gaming consoles are widely available, clinicians have indeed started to use low-cost commercial immersive systems designed for recreation as an alternative way of delivering VR ( 55 57 ), but the lack of specific VR features may result in a limited therapeutic effect of these devices. Moreover, VR systems are often cumbersome and expensive, thus hampering the possibility to perform VR rehabilitation interventions outside the outpatient clinics ( 44 ).…”
Section: Virtual Reality For Cognitive Rehabilitationmentioning
confidence: 99%
“…Additionally, cognitive assessment through serious video game playing has been tested in multiple populations, including children and adolescents [ 116 ], adults and older adults [ 117 , 118 ] and as possible tools for cognitive screening in neurodegenerative diseases [ 119 ]. The potentiality of exergames that promote physical activity with and without combined cognitive training for cognitive decline prevention and neurorehabilitation remain to be further explored [ 120 ], particularly in older adults.…”
Section: Monitoring Cognitive Performance and Brain Functionmentioning
confidence: 99%
“…A crucial component of neurorehabilitation and its success is therapy adherence and repetition. One promising possibility to improve patients' therapy adherence, and thereby its outcome, is to enhance training motivation by means of serious games [1] and immersive virtual reality (iVR) [2,3]. The combination of serious games and iVR allows for the investigation of visual exploration behavior, which is highly relevant in activities of daily living and therefore frequently used in the diagnosis and rehabilitation of patients suffering from a neurodegenerative disease [4][5][6][7].…”
Section: Introductionmentioning
confidence: 99%