Event Abstract Back to Event The use of mobile games to refine the diagnosis of dementia Bruno Bonnechère1*, Mélissa Van Vooren1, Sandra De Breucker1, Olivier Van Hove1, Bart Jansen2, Serge Van Sint Jan1, Véronique Feipel1 and Jean-Chistrophe Bier1 1 Free University of Brussels, Laboratory of Anatomy, Biomechanics and Organogenesis (LABO), Belgium 2 Vrije Universiteit Brussel, Belgium In the past years the number of applications developed to train memory and other cognitive functions has increased [1,2]. In addition to allowing training these applications record a series of parameters when subjects train. However, there are very few studies interested in the clinical relevance of the information collected using these mobile games (MG). The purpose of this study was to determine whether MG could be used to refine the diagnosis of dementia in comparison with conventional clinical tests. A set of 7 short MG were used in this study. Twenty-seven aged control (MMSE > 28) and 29 patients with a MMSE score between 20 and 24 were included. An Addenbrooke’s Cognitive Evaluation-Revised (ACE-R) was performed by trained clinicians before MG evaluations. Logistic regression was applied using MMSE alone and a combination of MMSE with the different MG to classify subjects with and without Cognitive Impairment (CI) (based on ACE-R score with a cut-off of 88 points [3]). Using MMSE only the percentage of correct classification was 87.5% (area under ROC = 0.93). We then applied stepwise regression to select the best combination of MG. The best model was found using the MMSE and only one MG: the percentage of classification was then 92.9% (area under ROC = 0.97). Because the MMSE is included in the ACE-R we did the same regression using the ACE-R score without the MMSE to be sure that the variables are independent. The score is then out of 70 and we used a cut-off of 88% to define subjects with and without CI. Using the MMSE the percentage of correct classification is 82.1% (area under ROC = 0.89). The best model fitted with the stepwise regression is a combination of MMSE and two MG: using this combination the percentage of classification is 94.6% (area under ROC = 0.97). Each of the MG last for one minute and could therefore easily be integrated in the evaluation of elderly with and without CI. This study suggests that MG are clinically-meaningful and could be used to develop scores related to the cognitive status of patients with MMSE superior to 20. Résumé en français: Cette étude a mis en évidence que les données obtenues à l’aide de jeux mobiles développés pour l’entrainement cognitif pourraient être utilisées pour affiner le diagnostic de démence chez les sujets âgés. Sammenvatting in het Nederlands: Deze studie toonde aan dat gegevens verkregen met behulp van mobiele games ontwikkeld voor cognitieve training zouden kunnen worden gebruikt om de diagnose van dementie bij oudere personen verfijnen. References 1. Knols RH, Swanenburg J, De Bon D, Gennaro F, Wolf M, Krüger B, Bettex D, de Bruin ED. Investigating the Usability and Acute Effects of a Bedside Video Console to Prefrontal Cortical Activity Alterations: A Preclinical Study in Healthy Elderly. Front Syst Neurosci. 2017 ; 11: 85. 2. Toril P, Reales JM, Ballesteros S. Video game training enhances cognition of older adults: a meta-analytic study. Psychol Aging. 2014 ; 29(3): 706-16. 3. Bastide L, De Breucker S, Van den Berge M, Fery P, Pepersack T, Bier JC. The Addenbrooke's Cognitive Examination Revised is as effective as the original to detect dementia in a French-speaking population. Dement Geriatr Cogn Disord. 2012; 34(5-6): 337-43. Keywords: Dementia, cognitive evaluation, Serious game, assessmen, mobile games Conference: Belgian Brain Congress 2018 — Belgian Brain Council, LIEGE, Belgium, 19 Oct - 19 Oct, 2018. Presentation Type: e-posters Topic: NOVEL STRATEGIES FOR NEUROLOGICAL AND MENTAL DISORDERS: SCIENTIFIC BASIS AND VALUE FOR PATIENT-CENTERED CARE Citation: Bonnechère B, Van Vooren M, De Breucker S, Van Hove O, Jansen B, Van Sint Jan S, Feipel V and Bier J (2019). The use of mobile games to refine the diagnosis of dementia. Front. Neurosci. Conference Abstract: Belgian Brain Congress 2018 — Belgian Brain Council. doi: 10.3389/conf.fnins.2018.95.00046 Copyright: The abstracts in this collection have not been subject to any Frontiers peer review or checks, and are not endorsed by Frontiers. They are made available through the Frontiers publishing platform as a service to conference organizers and presenters. The copyright in the individual abstracts is owned by the author of each abstract or his/her employer unless otherwise stated. Each abstract, as well as the collection of abstracts, are published under a Creative Commons CC-BY 4.0 (attribution) licence (https://creativecommons.org/licenses/by/4.0/) and may thus be reproduced, translated, adapted and be the subject of derivative works provided the authors and Frontiers are attributed. For Frontiers’ terms and conditions please see https://www.frontiersin.org/legal/terms-and-conditions. Received: 17 Aug 2018; Published Online: 17 Jan 2019. * Correspondence: Mr. Bruno Bonnechère, Free University of Brussels, Laboratory of Anatomy, Biomechanics and Organogenesis (LABO), Brussels, Belgium, bruno.bonnechere@uhasselt.be Login Required This action requires you to be registered with Frontiers and logged in. To register or login click here. Abstract Info Abstract The Authors in Frontiers Bruno Bonnechère Mélissa Van Vooren Sandra De Breucker Olivier Van Hove Bart Jansen Serge Van Sint Jan Véronique Feipel Jean-Chistrophe Bier Google Bruno Bonnechère Mélissa Van Vooren Sandra De Breucker Olivier Van Hove Bart Jansen Serge Van Sint Jan Véronique Feipel Jean-Chistrophe Bier Google Scholar Bruno Bonnechère Mélissa Van Vooren Sandra De Breucker Olivier Van Hove Bart Jansen Serge Van Sint Jan Véronique Feipel Jean-Chistrophe Bier PubMed Bruno Bonnechère Mélissa Van Vooren Sandra De Breucker Olivier Van Hove Bart Jansen Serge Van Sint Jan Véronique Feipel Jean-Chistrophe Bier Related Article in Frontiers Google Scholar PubMed Abstract Close Back to top Javascript is disabled. Please enable Javascript in your browser settings in order to see all the content on this page.
BACKGROUND In the past few years numerous mobile games have been developed to train the brain. There is a lack of information about the relation between the scores obtained in these games and the cognitive abilities of the patients. OBJECTIVE The aim of this study was to determine whether or not mobile games can be used to assess cognitive abilities of elderly. METHODS Twenty healthy young adults, 29 old patients with cognitive impairments (Mini-Mental State Exam (MMSE) [20- 24]) and 27-aged controls participated in this study. Scores obtained in 7 mobile games were correlated with MMSE and the Addenbrooke's Cognitive Evaluation revised (ACE-R). RESULTS Statistically significant differences were found for all games between patients with cognitive impairments and the aged controls. Correlations between the average scores of the games and the MMSE and ACE-R are significant (R = 0.72 [p < 0.001] and R = 0.81 [p < 0.001], respectively). CONCLUSION Scores of cognitive mobile games could be used as an alternative to MMSE and ACE-R to evaluate cognitive function of aged people with and without cognitive impairment at least when MMSE is higher than 20/30.
Objective: The aim of this study was to determine whether serious games especially customized for physical rehabilitation could be used in daily clinics with patients who are not familiar with informatics and/or new technologies and whether such a clinical approach would be culturally acceptable within a North African population to plan further clinical distribution if the hypothesis appears to be positive. Materials and Methods: Twenty-one patients participated in this study. Experiments were performed in the University Hospital Mohammed VI Oujda in Morocco. Patients were asked to perform physical rehabilitation exercises with dedicated serious games after their conventional therapy session. A questionnaire was used to evaluate patients' habits to rehabilitation exercises and satisfaction and expectation about the use of serious games for physical rehabilitation. Results: The same problem of low participation in at-home exercises was found in Morocco compared to Europe and the United States: 60 (30)% of the exercises was performed by the patients in Morocco and 48 (28)% in Europe and the United States. Results of this study show that serious games are well accepted by the patients (100%) and that it can help during rehabilitation (90%). Most of the patients prefer exercises with games than conventional rehabilitation exercises. Conclusion: Even in a context of low education (participants in this study attended school until the age of 10 years old), and low access and knowledge about new technology and informatics, rehabilitation exercises within serious games seem to be an interesting option to motivate patients during rehabilitation with a physiotherapist. Such a system could be installed also at home to increase patient's participation.
The management and rehabilitation of elderly patients within the context during the acute phase of a hospitalization remains a challenge for physicians. The use of commercial video games is becoming more popular for rehabilitation of elderly subjects and patients. However, the efficacy of this kind of intervention is not clear yet, especially at the hospital. Furthermore, there are some limitations related to the use of commercial video games such as the non-therapeutic relevance of the exercises that need to be performed or the speed that are not adapted for elderly subjects. Therefore specific games have been developed for rehabilitation. The aim of this study was to determine if such a kind of intervention could be integrated within the conventional treatment of elderly patients hospitalized in a geriatric department.