Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study

Background: The society is aging in China, and the cognitive level of elderly post-stroke patients gradually declines. Face-to-face cognitive functional training is no longer sufficient. Immersive virtual reality (IVR) is a promising rehabilitation training device. In this study, we developed an IVR...

Full description

Bibliographic Details
Main Authors: Zhilan Liu, Zhijie He, Jing Yuan, Hua Lin, Conghui Fu, Yan Zhang, Nian Wang, Guo Li, Jing Bu, Mei Chen, Jie Jia
Format: Article
Language:English
Published: MDPI AG 2022-12-01
Series:Brain Sciences
Subjects:
Online Access:https://www.mdpi.com/2076-3425/13/1/79
_version_ 1797445192575352832
author Zhilan Liu
Zhijie He
Jing Yuan
Hua Lin
Conghui Fu
Yan Zhang
Nian Wang
Guo Li
Jing Bu
Mei Chen
Jie Jia
author_facet Zhilan Liu
Zhijie He
Jing Yuan
Hua Lin
Conghui Fu
Yan Zhang
Nian Wang
Guo Li
Jing Bu
Mei Chen
Jie Jia
author_sort Zhilan Liu
collection DOAJ
description Background: The society is aging in China, and the cognitive level of elderly post-stroke patients gradually declines. Face-to-face cognitive functional training is no longer sufficient. Immersive virtual reality (IVR) is a promising rehabilitation training device. In this study, we developed an IVR-based puzzle game to explore its effectiveness, feasibility, and safety in elderly stroke patients with cognitive dysfunction. Methods: A total of 30 patients with mild post-stroke cognitive impairment after stroke were randomly assigned to a control or IVR group. Patients in both groups received routine rehabilitation therapy. Patients in the control group received traditional cognitive training, and those in the IVR group received IVR-based puzzle game therapy. Before and after treatment, Montreal cognitive assessment (MOCA), trail-making test-A (TMT-A), digit symbol substitution test (DSST), digital span test (DST), verbal fluency test (VFT), and modified Barthel index (MBI) were evaluated in both groups. In addition, the IVR group was administered a self-report questionnaire to obtain feedback on user experience. Results: There was no significant difference in the baseline data between the two groups. After six weeks of treatment, the cognitive assessment scores were improved in both groups. Moreover, the IVR group showed more improvements than the control group in the DSST (Z = 2.203, <i>p</i> = 0.028 < 0.05, <i>η</i><sup>2</sup> = 0.16); MOCA (T = 1.186, <i>p</i> = 0.246 > 0.05, d = 0.44), TMT-A (T = 1.791, <i>p</i> = 0.084 > 0.05, d = 0.65), MBI (T = 0.783, <i>p</i> = 0.44 > 0.05, d = 0.28), FDST (Z = 0.78, <i>p</i> = 0.435 > 0.05, <i>η</i><sup>2</sup> = 0.02), BDST (Z = 0.347, <i>p</i> = 0.728 > 0.05, <i>η</i><sup>2</sup> = 0.004), and VFT(Z = 1.087, <i>p</i> = 0.277 > 0.05, <i>η</i><sup>2</sup> = 0.039) did not significantly improve. The significant difference in DSST represents an improvement in executive function and visual–spatial cognitive characteristics. The other assessment scores did not show such features. Therefore, we did not observe significant differences through this measure. According to the results of the self-report questionnaire, most of the patients were satisfied with the equipment stability and training content. Several individuals reported mild adverse reactions. Conclusions: This pilot study suggests that IVR-based puzzle games are a promising approach to improve post-stroke cognitive function, especially executive cognitive function, and visual–spatial attention in older adults.
first_indexed 2024-03-09T13:23:11Z
format Article
id doaj.art-4670a0c3d2a341c8892f53c5f6f341a3
institution Directory Open Access Journal
issn 2076-3425
language English
last_indexed 2024-03-09T13:23:11Z
publishDate 2022-12-01
publisher MDPI AG
record_format Article
series Brain Sciences
spelling doaj.art-4670a0c3d2a341c8892f53c5f6f341a32023-11-30T21:27:20ZengMDPI AGBrain Sciences2076-34252022-12-011317910.3390/brainsci13010079Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot StudyZhilan Liu0Zhijie He1Jing Yuan2Hua Lin3Conghui Fu4Yan Zhang5Nian Wang6Guo Li7Jing Bu8Mei Chen9Jie Jia10Department of Rehabilitation Medicine, Huashan Hospital, Fudan University, Shanghai 200040, ChinaDepartment of Rehabilitation Medicine, Huashan Hospital, Fudan University, Shanghai 200040, ChinaDepartment of Geriatric Rehabilitation Medicine, Shanghai Fourth Rehabilitation Hospital, Shanghai 200040, ChinaDepartment of Geriatric Rehabilitation Medicine, Shanghai Fourth Rehabilitation Hospital, Shanghai 200040, ChinaShanghai Jinshan Zhongren Aged Care Hospital, Shanghai 201501, ChinaNational Clinical Research Center for Aging and Medicine, Huashan Hospital, Fudan University, Shanghai 200040, ChinaDepartment of Geriatric Rehabilitation Medicine, Shanghai Fourth Rehabilitation Hospital, Shanghai 200040, ChinaDepartment of Geriatric Rehabilitation Medicine, Shanghai Fourth Rehabilitation Hospital, Shanghai 200040, ChinaDepartment of Geriatric Rehabilitation Medicine, Shanghai Fourth Rehabilitation Hospital, Shanghai 200040, ChinaShanghai Jinshan Zhongren Aged Care Hospital, Shanghai 201501, ChinaDepartment of Rehabilitation Medicine, Huashan Hospital, Fudan University, Shanghai 200040, ChinaBackground: The society is aging in China, and the cognitive level of elderly post-stroke patients gradually declines. Face-to-face cognitive functional training is no longer sufficient. Immersive virtual reality (IVR) is a promising rehabilitation training device. In this study, we developed an IVR-based puzzle game to explore its effectiveness, feasibility, and safety in elderly stroke patients with cognitive dysfunction. Methods: A total of 30 patients with mild post-stroke cognitive impairment after stroke were randomly assigned to a control or IVR group. Patients in both groups received routine rehabilitation therapy. Patients in the control group received traditional cognitive training, and those in the IVR group received IVR-based puzzle game therapy. Before and after treatment, Montreal cognitive assessment (MOCA), trail-making test-A (TMT-A), digit symbol substitution test (DSST), digital span test (DST), verbal fluency test (VFT), and modified Barthel index (MBI) were evaluated in both groups. In addition, the IVR group was administered a self-report questionnaire to obtain feedback on user experience. Results: There was no significant difference in the baseline data between the two groups. After six weeks of treatment, the cognitive assessment scores were improved in both groups. Moreover, the IVR group showed more improvements than the control group in the DSST (Z = 2.203, <i>p</i> = 0.028 < 0.05, <i>η</i><sup>2</sup> = 0.16); MOCA (T = 1.186, <i>p</i> = 0.246 > 0.05, d = 0.44), TMT-A (T = 1.791, <i>p</i> = 0.084 > 0.05, d = 0.65), MBI (T = 0.783, <i>p</i> = 0.44 > 0.05, d = 0.28), FDST (Z = 0.78, <i>p</i> = 0.435 > 0.05, <i>η</i><sup>2</sup> = 0.02), BDST (Z = 0.347, <i>p</i> = 0.728 > 0.05, <i>η</i><sup>2</sup> = 0.004), and VFT(Z = 1.087, <i>p</i> = 0.277 > 0.05, <i>η</i><sup>2</sup> = 0.039) did not significantly improve. The significant difference in DSST represents an improvement in executive function and visual–spatial cognitive characteristics. The other assessment scores did not show such features. Therefore, we did not observe significant differences through this measure. According to the results of the self-report questionnaire, most of the patients were satisfied with the equipment stability and training content. Several individuals reported mild adverse reactions. Conclusions: This pilot study suggests that IVR-based puzzle games are a promising approach to improve post-stroke cognitive function, especially executive cognitive function, and visual–spatial attention in older adults.https://www.mdpi.com/2076-3425/13/1/79immersive virtual realitystrokepost-stroke cognitive impairmentaging
spellingShingle Zhilan Liu
Zhijie He
Jing Yuan
Hua Lin
Conghui Fu
Yan Zhang
Nian Wang
Guo Li
Jing Bu
Mei Chen
Jie Jia
Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
Brain Sciences
immersive virtual reality
stroke
post-stroke cognitive impairment
aging
title Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
title_full Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
title_fullStr Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
title_full_unstemmed Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
title_short Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study
title_sort application of immersive virtual reality based puzzle games in elderly patients with post stroke cognitive impairment a pilot study
topic immersive virtual reality
stroke
post-stroke cognitive impairment
aging
url https://www.mdpi.com/2076-3425/13/1/79
work_keys_str_mv AT zhilanliu applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT zhijiehe applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT jingyuan applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT hualin applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT conghuifu applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT yanzhang applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT nianwang applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT guoli applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT jingbu applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT meichen applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy
AT jiejia applicationofimmersivevirtualrealitybasedpuzzlegamesinelderlypatientswithpoststrokecognitiveimpairmentapilotstudy