AUTHOR=Schwab Nadine , Wu Chao-Yi , Galler Jake , DeRamus Thomas , Ford Abaigeal , Gerber Jessica , Kitchen Robert , Rashid Barnaly , Riley Misha , Sather Lauren , Wang Xifeng , Young Cathrine , Yang Liuqing , Dodge Hiroko H. , Arnold Steven E. TITLE=Feasibility of common, enjoyable game play for assessing daily cognitive functioning in older adults JOURNAL=Frontiers in Neurology VOLUME=14 YEAR=2023 URL=https://www.frontiersin.org/journals/neurology/articles/10.3389/fneur.2023.1258216 DOI=10.3389/fneur.2023.1258216 ISSN=1664-2295 ABSTRACT=Background

Frequent digital monitoring of cognition is a promising approach for assessing endpoints in prevention and treatment trials of Alzheimer’s disease and related dementias (ADRD). This study evaluated the feasibility of the MIND GamePack© for recurrent semi-passive assessment of cognition across a longitudinal interval.

Methods

The MIND GamePack consists of four iPad-based games selected to be both familiar and enjoyable: Word Scramble, Block Drop, FreeCell, and Memory Match. Participants were asked to play 20 min/day for 5 days (100 min) for 4 months. Feasibility of use by older adults was assessed by measuring gameplay time and game performance. We also evaluated compliance through semi-structured surveys. A linear generalized estimating equation (GEE) model was used to analyze changes in gameplay time, and a regression tree model was employed to estimate the days it took for game performance to plateau. Subjective and environmental factors associated with gameplay time and performance were examined, including daily self-reported questions of memory and thinking ability, mood, sleep, energy, current location, and distractions prior to gameplay.

Results

Twenty-six cognitively-unimpaired older adults participated (mean age ± SD = 71.9 ± 8.6; 73% female). Gameplay time remained stable throughout the 4-months, with an average compliance rate of 91% ± 11% (1946 days of data across all participants) and weekly average playtime of 210 ± 132 min per participant. We observed an initial learning curve of improving game performance which on average, plateaued after 22–39 days, depending on the game. Higher levels of self-reported memory and thinking ability were associated with more gameplay time and sessions.

Conclusion

MIND GamePack is a feasible and well-designed semi-passive cognitive assessment platform which may provide complementary data to traditional neuropsychological testing in research on aging and dementia.