Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study

dc.contributor.authorMaritta Välimäki
dc.contributor.authorKaisa Mishina
dc.contributor.authorJohanna K Kaakinen
dc.contributor.authorSuvi K Holm
dc.contributor.authorJukka Vahlo
dc.contributor.authorMarkus Kirjonen
dc.contributor.authorVirve Pekurinen
dc.contributor.authorOlli Tenovuo
dc.contributor.authorJyrki Korkeila
dc.contributor.authorHeikki Hämäläinen
dc.contributor.authorJaana Sarajuuri
dc.contributor.authorPekka Rantanen
dc.contributor.authorTage Orenius
dc.contributor.authorAki Koponen
dc.contributor.organizationfi=Centre for Collaborative Research (CCR)|en=Centre for Collaborative Research (CCR)|
dc.contributor.organizationfi=Turun ihmistieteiden tutkijakollegium (TIAS)|en=Turku Institute for Advanced Studies (TIAS)|
dc.contributor.organizationfi=hoitotieteen laitos|en=Department of Nursing Science|
dc.contributor.organizationfi=lastenpsykiatrian tutkimuskeskus|en=Research Centre for Child Psychiatry|
dc.contributor.organizationfi=lääketieteellinen tiedekunta|en=Faculty of Medicine|
dc.contributor.organizationfi=psykiatria|en=Psychiatry|
dc.contributor.organizationfi=psykologia|en=Psychology|
dc.contributor.organizationfi=tyks, vsshp|en=tyks, varha|
dc.contributor.organization-code1.2.246.10.2458963.20.13290506867
dc.contributor.organization-code1.2.246.10.2458963.20.15586825505
dc.contributor.organization-code1.2.246.10.2458963.20.16217176722
dc.contributor.organization-code1.2.246.10.2458963.20.27201741504
dc.contributor.organization-code1.2.246.10.2458963.20.78639161450
dc.contributor.organization-code1.2.246.10.2458963.20.83706093164
dc.contributor.organization-code1.2.246.10.2458963.20.87107995810
dc.contributor.organization-code2603103
dc.converis.publication-id31064224
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/31064224
dc.date.accessioned2022-02-25T16:08:52Z
dc.date.available2022-02-25T16:08:52Z
dc.description.abstract<p>Background</p> <p>Traumatic brain injury (TBI) is a major health problem that often requires intensive and long-term rehabilitation.</p> <p>Objective</p> <p>The aim of this study was to determine whether rehabilitative digital gaming facilitates cognitive functioning and general well-being in people with TBI.</p> <p>Methods</p> <p>A total of 90 Finnish-speaking adults with TBI (18-65 years) were recruited from an outpatient neuroscience clinic. The participants were randomly allocated to one of the three groups: a rehabilitation gaming group (n=29, intervention), an entertainment gaming group (n=29, active control), or a passive control group (n=32). The gaming groups were instructed to engage in gaming for a minimum of 30 min per day for 8 weeks. Primary and secondary outcomes were measured at three time points: before the intervention, after the intervention, and 3 months following the intervention. The primary outcome was cognitive status measured by processing speed and visuomotor tasks (The Trail Making Test; Wechsler Adult Intelligence Scale-Fourth Edition, WAIS-IV, symbol search, coding, and cancellation tasks). Secondary outcomes were attention and executive functions (Simon task), working memory (WAIS-IV digit span and Paced Auditory Serial Addition Test, PASAT), depression (Patient Health Questionnaire-9), self-efficacy (General Self-efficacy Scale), and executive functions (Behavior Rating Inventory of Executive Function-Adult Version). Feasibility information was assessed (acceptability, measurement instruments filled, dropouts, adherence, usability, satisfaction, and possible future use). Cognitive measurements were conducted in face-to-face interviews by trained psychologists, and questionnaires were self-administered.</p> <p>Results</p> <p>The effects of rehabilitation gaming did not significantly differ from the effects of entertainment gaming or being in a passive control group. For primary outcomes and PASAT tests, the participants in all three groups showed overall improvement in test scores across the three measurement points. However, depression scores increased significantly between baseline and after 8 weeks and between baseline and after 3 months in the rehabilitative gaming group. No differences were found in patients’ self-efficacy between the three measuring points in any of the groups. Participants did use the games (rehabilitation group: 93%, 27/29; entertainment group 100%, 29/29). Games were seen as a usable intervention (rehabilitation group: 70%, 14/29; entertainment group: 83%, 20/29). The rehabilitation group was less satisfied with the gaming intervention (68%, 13/29 vs 83%, 20/29), but they were more willing to use the game after the intervention period (76%, 16/29 vs 63%, 15/29). Total time spent on gaming during the intervention period was low (15.22 hour rehabilitation gaming group, 19.22 hour entertainment gaming group).</p> <p>Conclusions</p> <p>We did not find differences between the groups in improvement in the outcome measures. The improvements in test performance by all three groups may reflect rehearsal effects. Entertainment gaming had elements that could be considered when rehabilitative games are designed for, implemented in, and assessed in larger clinical trials for persons with TBI.</p>
dc.identifier.eissn1438-8871
dc.identifier.jour-issn1439-4456
dc.identifier.olddbid170203
dc.identifier.oldhandle10024/153313
dc.identifier.urihttps://www.utupub.fi/handle/11111/44390
dc.identifier.urlhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC5881042/
dc.identifier.urnURN:NBN:fi-fe2021042719090
dc.language.isoen
dc.okm.affiliatedauthorVälimäki, Maritta
dc.okm.affiliatedauthorMishina, Kaisa
dc.okm.affiliatedauthorKaakinen, Johanna
dc.okm.affiliatedauthorHolm, Suvi
dc.okm.affiliatedauthorVahlo, Jukka
dc.okm.affiliatedauthorKirjonen, Markus
dc.okm.affiliatedauthorPekurinen, Virve
dc.okm.affiliatedauthorTenovuo, Olli
dc.okm.affiliatedauthorKorkeila, Jyrki
dc.okm.affiliatedauthorHämäläinen, Heikki
dc.okm.affiliatedauthorOrenius, Tage
dc.okm.affiliatedauthorKoponen, Aki
dc.okm.affiliatedauthorDataimport, tyks, vsshp
dc.okm.discipline3124 Neurology and psychiatryen_GB
dc.okm.discipline316 Nursingen_GB
dc.okm.discipline515 Psychologyen_GB
dc.okm.discipline3124 Neurologia ja psykiatriafi_FI
dc.okm.discipline316 Hoitotiedefi_FI
dc.okm.discipline515 Psykologiafi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.relation.doi10.2196/jmir.7618
dc.relation.ispartofjournalJournal of Medical Internet Research
dc.relation.issue3
dc.relation.volume20
dc.source.identifierhttps://www.utupub.fi/handle/10024/153313
dc.titleDigital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study
dc.year.issued2018

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