Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study

Journal of medical Internet research

Digital Gaming to Improve Daily Abilities in People with Traumatic Brain Injury: A Feasibility Trial

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Abstract

A total of 90 adults with traumatic brain injury participated in a study comparing rehabilitative and entertainment gaming.

  • No significant differences were observed in cognitive improvement between the rehabilitative gaming group, entertainment gaming group, and passive control group.
  • Overall test scores improved for all groups across three measurement points, suggesting possible rehearsal effects.
  • Depression scores increased significantly in the rehabilitative gaming group between baseline and the 8-week and 3-month assessments.
  • Self-efficacy did not show any differences across the three measuring points in any of the groups.
  • Participants in the rehabilitative gaming group reported lower satisfaction compared to those in the entertainment group, but were more willing to continue using the game afterward.
  • Total gaming time was low, averaging 15.22 hours for the rehabilitation group and 19.22 hours for the entertainment group during the intervention.

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