Efficacy of Serious exerGame in Alzheimer’s disease and related disorders: Results of the AZgame multicenter study

  • Philippe R
  • Derreumaux A
  • Albrengues C
  • et al.
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Abstract

Background: Serious exerGames (SeG) promotes cognitive simulation with physical activity in a positive emotional context. Results of the first pilot usability study with X‐Torp (Bensadoun & al, JAD, 2016) suggest that this SeG represents a usable as enriched environments, for healthy subjects and persons with MCI and Alzheimer's Disease. The aim of the AZgame multicenter study using X‐Torp is to evaluate the efficacy and the cost‐utility in patients suffering from Alzheimer's disease in comparison to the usual management. Method: X‐Torp use the Microsoft® Kinect™. The scenario mode combines action game dynamics, with exploration of open environments fin order to stimulate motor activities and mini‐games in order to stimulate cognitive activities. (full description available here: http://www.innovation-alzheimer.fr/azgame-eco-2/). 91 subjects (mean age 81.7 years, mean Minimental state Examination MMSE 18.3 sd 3.6) with a DSM 5 diagnosis of minor (n = 26) or major (n = 65) Neurocognitive disorders were recruited in 16 centres including memory consultation, day care center, nursing home. Center were randomised in Intervention (using XTorp) and control center with regular care.In the intervention group patients used Xtorp for 12 weeks, 2 sessions of 30 mn per week. Patients underwent cognitive (MMSE), functional (EQ5D) and behavioural assessment (NPI and Apathy Inventory) at base line, at the end of the intervention (Week 12) and 12 weeks after the intervention (W 24). Result: When comparing cognitive, functional and behavioural scores between base line W12 and W24 mixed model analysis (time x group interaction) indicated no significant interaction for the MMSE and the EQ5D. On the behavioural point of view patients of the Intervention XTorp group showed an improvement at the NPI total score and at the apathy Inventory. Mixed analysis (time BL, W12, W24 x group) indicated a significant interaction for the NPI total score (p value = 0.03) apathy inventory score (p value = 0.008) with a significant increase in apathy in the non‐active subjects. Conclusion: According to these results use of X‐Torp, a therapeutic video game with motion capture improved neuropsychiatric symptoms and most particularly apathy. This effect is also observed 12 weeks after the end of the intervention. [ABSTRACT FROM AUTHOR]

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Philippe, R., Derreumaux, A., Albrengues, C., Foulon, P., Fabre, R., Mercier, G., & Manera, V. (2020). Efficacy of Serious exerGame in Alzheimer’s disease and related disorders: Results of the AZgame multicenter study. Alzheimer’s & Dementia, 16(S11). https://doi.org/10.1002/alz.038700

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