Smartphone video games improve cognitive function in patients with chronic schizophrenia: a randomized controlled trial.
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| Title: | Smartphone video games improve cognitive function in patients with chronic schizophrenia: a randomized controlled trial. |
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| Authors: | Shi, Shengya (AUTHOR), Cui, Shu (AUTHOR), Yao, Yitan (AUTHOR), Ge, Menglin (AUTHOR), Yang, Meng (AUTHOR), Sheng, Xuanlian (AUTHOR), Luo, Bei (AUTHOR), Yang, Yating (AUTHOR), Yuan, Xiaoping (AUTHOR), Zhou, Xiaoqin (AUTHOR), Liu, Huanzhong (AUTHOR), Zhang, Kai (AUTHOR) |
| Source: | European Archives of Psychiatry & Clinical Neuroscience. Jun2024, Vol. 274 Issue 4, p929-939. 11p. |
| Subjects: | Video games, Cognitive ability, Stroop effect, Randomized controlled trials, People with schizophrenia |
| Abstract: | This study aimed to examine the efficacy of video games in improving cognitive function in chronic patients with schizophrenia and to evaluate the biomarker of video games for cognitive function. The patients in the game group were requested to play single-player video games on their smartphones for 1 h per day, five times a week for 6 weeks. Those in the control group watched television for 1 h per day, five times a week for 6 weeks. Cognitive function was assessed using the Repeatable Battery for the Assessment of Neuropsychological Status (RBANS) and Stroop Color and Word Test (SCWT). Clinical symptoms were assessed using the Positive and Negative Syndrome Scale (PANSS), Global Assessment of Functioning (GAF), General Self-Efficacy Scale (GSE), Problematic Mobile Gaming Questionnaire (PMGQ), and Patient Health Questionnaire-9 (PHQ-9). The game group demonstrated improved RBANS total score during the trial. There were no significant group effects among all SCWT scores. The game group demonstrated greater improvement on the PANSS Negative Scale, and global function (GAF score). The PMGQ scores were lower than the cutoff score at all time points in both groups. There were no significant group differences in the PHQ-9 and GSE scores. The serum BDNF levels were significantly higher in the game group following 6 weeks of video game intervention. The BDNF serum levels of all participants were positively associated with the RBANS total scores. This preliminary study suggested that video games can improve cognitive function in schizophrenia patients. Serum BDNF levels may be a suitable biomarker for predicting an improvement in cognitive function in schizophrenia patients. Trial registration: This study was registered on March 11, 2021 (ChiCTR2100044113). Clinical trials: Smartphone video games improve cognitive function in patients with chronic schizophrenia; https://www.chictr.org.cn/hvshowproject.aspx?id=95623; ChiCTR2100044113. [ABSTRACT FROM AUTHOR] |
| Copyright of European Archives of Psychiatry & Clinical Neuroscience is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.) | |
| Database: | Psychology and Behavioral Sciences Collection |
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| Header | DbId: pbh DbLabel: Psychology and Behavioral Sciences Collection An: 177538742 AccessLevel: 6 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Smartphone video games improve cognitive function in patients with chronic schizophrenia: a randomized controlled trial. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Shi%2C+Shengya%22">Shi, Shengya</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Cui%2C+Shu%22">Cui, Shu</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Yao%2C+Yitan%22">Yao, Yitan</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Ge%2C+Menglin%22">Ge, Menglin</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Yang%2C+Meng%22">Yang, Meng</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Sheng%2C+Xuanlian%22">Sheng, Xuanlian</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Luo%2C+Bei%22">Luo, Bei</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Yang%2C+Yating%22">Yang, Yating</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Yuan%2C+Xiaoping%22">Yuan, Xiaoping</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Zhou%2C+Xiaoqin%22">Zhou, Xiaoqin</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Liu%2C+Huanzhong%22">Liu, Huanzhong</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Zhang%2C+Kai%22">Zhang, Kai</searchLink> (AUTHOR) – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="JN" term="%22European+Archives+of+Psychiatry+%26+Clinical+Neuroscience%22">European Archives of Psychiatry & Clinical Neuroscience</searchLink>. Jun2024, Vol. 274 Issue 4, p929-939. 11p. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Cognitive+ability%22">Cognitive ability</searchLink><br /><searchLink fieldCode="DE" term="%22Stroop+effect%22">Stroop effect</searchLink><br /><searchLink fieldCode="DE" term="%22Randomized+controlled+trials%22">Randomized controlled trials</searchLink><br /><searchLink fieldCode="DE" term="%22People+with+schizophrenia%22">People with schizophrenia</searchLink> – Name: Abstract Label: Abstract Group: Ab Data: This study aimed to examine the efficacy of video games in improving cognitive function in chronic patients with schizophrenia and to evaluate the biomarker of video games for cognitive function. The patients in the game group were requested to play single-player video games on their smartphones for 1 h per day, five times a week for 6 weeks. Those in the control group watched television for 1 h per day, five times a week for 6 weeks. Cognitive function was assessed using the Repeatable Battery for the Assessment of Neuropsychological Status (RBANS) and Stroop Color and Word Test (SCWT). Clinical symptoms were assessed using the Positive and Negative Syndrome Scale (PANSS), Global Assessment of Functioning (GAF), General Self-Efficacy Scale (GSE), Problematic Mobile Gaming Questionnaire (PMGQ), and Patient Health Questionnaire-9 (PHQ-9). The game group demonstrated improved RBANS total score during the trial. There were no significant group effects among all SCWT scores. The game group demonstrated greater improvement on the PANSS Negative Scale, and global function (GAF score). The PMGQ scores were lower than the cutoff score at all time points in both groups. There were no significant group differences in the PHQ-9 and GSE scores. The serum BDNF levels were significantly higher in the game group following 6 weeks of video game intervention. The BDNF serum levels of all participants were positively associated with the RBANS total scores. This preliminary study suggested that video games can improve cognitive function in schizophrenia patients. Serum BDNF levels may be a suitable biomarker for predicting an improvement in cognitive function in schizophrenia patients. Trial registration: This study was registered on March 11, 2021 (ChiCTR2100044113). Clinical trials: Smartphone video games improve cognitive function in patients with chronic schizophrenia; https://www.chictr.org.cn/hvshowproject.aspx?id=95623; ChiCTR2100044113. [ABSTRACT FROM AUTHOR] – Name: AbstractSuppliedCopyright Label: Group: Ab Data: <i>Copyright of European Archives of Psychiatry & Clinical Neuroscience is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.) |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=pbh&AN=177538742 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1007/s00406-023-01660-4 Languages: – Code: eng Text: English PhysicalDescription: Pagination: PageCount: 11 StartPage: 929 Subjects: – SubjectFull: Video games Type: general – SubjectFull: Cognitive ability Type: general – SubjectFull: Stroop effect Type: general – SubjectFull: Randomized controlled trials Type: general – SubjectFull: People with schizophrenia Type: general Titles: – TitleFull: Smartphone video games improve cognitive function in patients with chronic schizophrenia: a randomized controlled trial. Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Shi, Shengya – PersonEntity: Name: NameFull: Cui, Shu – PersonEntity: Name: NameFull: Yao, Yitan – PersonEntity: Name: NameFull: Ge, Menglin – PersonEntity: Name: NameFull: Yang, Meng – PersonEntity: Name: NameFull: Sheng, Xuanlian – PersonEntity: Name: NameFull: Luo, Bei – PersonEntity: Name: NameFull: Yang, Yating – PersonEntity: Name: NameFull: Yuan, Xiaoping – PersonEntity: Name: NameFull: Zhou, Xiaoqin – PersonEntity: Name: NameFull: Liu, Huanzhong – PersonEntity: Name: NameFull: Zhang, Kai IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Text: Jun2024 Type: published Y: 2024 Identifiers: – Type: issn-print Value: 09401334 Numbering: – Type: volume Value: 274 – Type: issue Value: 4 Titles: – TitleFull: European Archives of Psychiatry & Clinical Neuroscience Type: main |
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