基于游戏与基于训练的虚拟现实在轻度认知障碍和痴呆症认知康复中的应用:设计范式、结果与评估严谨性的系统化
Game-Based versus Training-Based Virtual Reality for Cognitive Rehabilitation in Mild Cognitive Impairment and Dementia: A Systematization of Design Paradigms, Outcomes, and Evaluation Rigor
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中文总结 AI 辅助
本文系统化34项研究,提出分类体系和VR-RES评估框架,发现游戏与训练型VR系统技术重叠,并给出改进评估与报告的建议。
中文摘要 AI 辅助
治疗性锻炼有助于减缓痴呆症患者的认知衰退,但传统项目往往枯燥且难以坚持。虚拟现实(VR)通过基于游戏的方法(旨在提高参与度)和基于训练的方法(侧重于结构化功能恢复)提供了一种替代方案。先前的综述对这些范式的发现不一致,同时尚不清楚这些标签是否代表技术上不同的系统。遵循PRISMA 2020指南,我们系统化了2015年至2026年间发表的34项研究,包括16项对照疗效试验和18项涉及轻度认知障碍、痴呆症和阿尔茨海默病的设计与可行性研究。我们开发了一个涵盖设计范式、沉浸感、反馈模态、难度适应和硬件的分类体系。我们的分析显示,基于游戏和基于训练的系统之间存在大量重叠,表明这些标签并不能清晰地区分其技术特征。我们还引入了VR-RES,一个用于评估研究质量的七维框架。其应用突出了证据库中反复出现的局限性,特别是随访有限、可重复性差以及对年龄、性别和教育等人口统计学因素分析不足。基于这些发现,我们为未来的VR认知康复研究提供了建议,强调具体的设计特征、严格的评估和改进的报告实践。
英文摘要
Therapeutic exercises can help slow cognitive decline in dementia, but conventional programs are often tedious and difficult to sustain. Virtual reality (VR) offers an alternative through game-based approaches designed to improve engagement and training-based approaches focused on structured functional recovery. Prior reviews report inconsistent findings about these paradigms, while it remains unclear whether the labels represent systems that are technologically distinct. Following PRISMA 2020 guidelines, we systematize 34 studies published between 2015 and 2026, including 16 controlled efficacy trials and 18 design and feasibility studies involving mild cognitive impairment, dementia and Alzheimer's disease. We develop a taxonomy covering design paradigm, immersion, feedback modality, difficulty adaptation and hardware. Our analysis shows substantial overlap between game-based and training-based systems, suggesting that these labels do not clearly distinguish their technological characteristics. We also introduce VR-RES, a seven-dimensional framework for evaluating study quality. Its application highlights recurring limitations in the evidence base, particularly limited follow-up, poor reproducibility and insufficient analysis of demographic factors such as age, sex and education. Based on these findings, we provide recommendations for future VR cognitive rehabilitation research, emphasizing specific design features, rigorous evaluation and improved reporting practices.
发表机构
- Kennesaw State University(肯尼索州立大学)
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