The Journey of Brain-IT: A Promising Training Concept for Mild Neurocognitive Disorders

Published on September 21, 2023

Imagine being able to train your brain while playing a video game, helping to prevent cognitive decline as you age. A pilot randomized controlled trial called ‘Brain-IT’ explored the feasibility, usability, and acceptance of an exergame-based training concept for older adults with mild neurocognitive disorder (mNCD). This innovative approach combines motor-cognitive training with heart rate variability guided resonance breathing. The study found that the training was feasible and usable, with good adherence and compliance rates. Participants reported high levels of enjoyment and motivation during the program. However, technical issues and difficulties in using the exergame system were identified as areas for improvement. These findings open the door for further research into the effectiveness of the Brain-IT training concept. If optimized, this training could potentially provide a fun and engaging way for older adults to maintain cognitive function and enhance their overall well-being. To learn more about this exciting development in cognitive health, check out the full article!

BackgroundExergames provide a promising new approach to implement simultaneous motor–cognitive training, which may support preventing the decline in cognitive functioning in older adults who have a mild neurocognitive disorder (mNCD).ObjectivesTo evaluate feasibility, system usability, and acceptance of “Brain-IT”, a newly developed training concept combining exergame-based motor-cognitive training and heart rate variability (HRV) guided resonance breathing for the secondary prevention of mNCD.MethodsA pilot randomized controlled trial (RCT) with an allocation ratio of 2:1 (i.e., intervention:control) was conducted. The control group proceeded with usual care. The intervention group performed a 12-week training according to the “Brain-IT” training concept implemented with the “Senso Flex” (Dividat AG) exergaming system in addition to usual care. Feasibility and usability outcomes were analyzed using descriptive statistics. User acceptance was analyzed qualitatively and using Friedman analysis of variance (ANOVA), as well as Wilcoxon signed-rank tests.ResultsEighteen participants (77.3 ± 9.8 years; 44.4% females) were included. On average, we recruited 2.2 participants per month, and 35.3% of the individuals contacted were included. The intervention group had an attrition rate of 20% and mean adherence and compliance rates of 85.0 and 84.1%, respectively. The mean system usability score, measured with the system usability scale, was 71.7. High levels of exergame enjoyment, an increase in exergame enjoyment, and internalization of training motivation with large effect sizes (p = 0.03, r = 0.75 and p = 0.03, r = 0.74, respectively), as well as acceptable perceived usefulness, were observed. Preliminary data on the effects of the “Brain-IT” training are promising.ConclusionThe feasibility and usability of the “Brain-IT” training are acceptable. However, frequent occurrences of technical problems and difficulties in using the exergame training system were identified as barriers to performing the “Brain-IT” training. To optimize feasibility, either improvements or alternative solutions are required in the hardware and software of the exergame used to implement the “Brain-IT” training. The “Brain-IT” training itself was well-accepted by older adults who have mNCD. Therefore, the effectiveness of the “Brain-IT” training concept should be investigated in future studies.Trial registrationclinicaltrials.gov/ct2/show/NCT04996654.

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