The utilization of computer-based cognitive training has demonstrated the potential to enhance cognitive function, however, it is not exempt from certain constraints such as restricted availability, intricate operation, staffing prerequisites, and difficulties in ensuring patient compliance. The effectiveness of cognitive behavioural therapy (CBT) in treating cognitive deficits is also limited. Empirical evidence suggests that conventional depression therapies are inadequate in addressing the persistent cognitive impairments. Cognitive rehabilitation is a crucial yet challenging aspect of treatment. The persistence of residual symptoms resulting in impaired cognitive functions can significantly impact patients' social interactions, family life, academic pursuits, and occupational endeavors. Furthermore, cognitive dysfunction is a prevalent feature among the majority of individuals with depression, primarily affecting executive function, memory, attention, and related domains. Depressed patients frequently exhibit symptoms of low mood, diminished interest, and reduced cognitive processing speed. According to the projections of the World Health Organization, depression is anticipated to significantly contribute to the overall disease burden by the year 2030. The World Health Organization has reported that depression affects over 300 million individuals globally, which is equivalent to roughly 5% of the world's population. As such, exergames serve not only as a source of amusement, but also as a training modality that confers benefits to both physical and cognitive well-being.ĭepression is classified as an affective disorder. Exergames require players to engage in physical movements and cognitive tasks, while receiving engaging and gratifying feedback, with the ultimate aim of enhancing physical fitness and cognitive abilities. These movements are then projected onto a screen, enabling the individual to engage with the virtual environment through bodily motions. Sensors such as accelerometers, strain gauges, and cameras are utilized to capture the movements of the gamer, which are subsequently transmitted wirelessly or via infrared to the device. These games employ a human–machine interface that necessitates the simultaneous engagement of cognitive and motor skills. Įxergames represent a distinctive genre of physical activity that incorporates elements of video gaming. This trial is registered with the Chinese Clinical Trials Registry (Registration number: ChiCTR2100052709 Registration Status: Prospective registration ), URL. These findings provide a theoretical basis for the use of exergames as an adjunctive intervention for depression and lay the groundwork for future research. Second, this study also compares the efficacy of exergames with that of traditional exercise. First, this study comprehensively reports the efficacy of an exergames intervention for multidimensional symptoms in adolescents with depression. The findings from this study make several contributions to the current literature. The researchers employ a wearable device to track participants' heart rate during each intervention session and evaluate the Borg Rating of Perceived Exertion scale at the conclusion of each session. The researchers gather cognitive, mood, and sleep metrics at the onset of the first week, as well as at the conclusion of the fourth and eighth weeks. The study provides a comprehensive regimen of 22 supervised exercise and exergame sessions over an 8-week period, with a frequency of twice per week for the initial two weeks and three times per week for the subsequent six weeks. The study enrolls fifty-four eligible patients with depression who are randomly allocated to one of three treatment groups: the exergames group, which receives standard treatment and exergames intervention the exercise group, which receives standard treatment and traditional exercise intervention and the control group, which receives standard treatment exclusively. The present investigation is a single-center randomized controlled trial that employs the ANOVA method to calculate the sample size using G*Power software, assuming a 25% dropout rate. Consequently, this study aims to investigate the effects of exergames on cognitive functions in adolescents with depression and compare the effectiveness of exergames with traditional exercise. Although some studies have investigated the impact of exergames on cognitive function improvement, these have primarily focused on the elderly population, with limited attention given to individuals with depression. While cognitive rehabilitation is crucial, it is also challenging. Depression is a condition that imposes a significant disease burden, with cognitive impairment being one of its costly symptoms.
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