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A Serious Game to Improve Cognitive Functions in Schizophrenia

A Pilot Study

Bibliographic Data

ID15522176
AuthorsIsabelle Amado (Inserm, corresponding author), Lindsay Brénugat-Herné (Centre Hospitalier Sainte-Anne), Éric Orriols (Sorbonne Paris Cité), Colombe Desombre (Centre Hospitalier Sainte-Anne), Maxine Dos Santos (Centre Hospitalier Sainte-Anne), Zelda Prost (Centre Hospitalier Sainte-Anne), Marie-Odile Krebs, Marie‐Odile Krebs (0000-0002-4715-9890, Centre Hospitalier Sainte-Anne), Pascale Piolino (0000-0002-7787-924X, Sorbonne Paris Cité)
Year2016
Volume7
Pages64-64
Publication date2016-04-20
Open AccessYes
TypeARTICLE
VenueFrontiers in Psychiatry (JOURNAL)
Journal identifiersISSN: 1664-0640 • E-ISSN: 1664-0640
PublisherFrontiers Media (PUBLISHER • CH)
DOI10.3389/fpsyt.2016.00064
PMID27148093
OpenAlexW2336166682
LanguageEN
Citations received5
References cited30

Cognitive deficits in schizophrenia impair everyday functioning and instrumental daily living activities. These disabilities can be partly responsible for chronicity and institutionalization. We present here a virtual reality (VR) tool in which patients with schizophrenia performed a virtual game in an imaginary town during a 3-month program. In a pilot study, seven patients with schizophrenia (DSM-5), institutionalized for many years, attended weekly 1-h-and-a-half sessions organized by two clinicians. During the first sessions, they listed together the difficulties they experienced in everyday organization and planning. After being familiarized with the joystick and the VR environment, they navigated in the town, and planned actions that were difficult for them to carry out in their usual life (e.g., shopping, memorizing the way to the supermarket or being on time at a meeting point). They had to look for alternative routes and practice a switch from a 2D Map to the 3D Map. They also gathered their efforts to share strategies for each action, or discussed the action plan they could generate to solve concrete problems. The pre/post-neuropsychological evaluations showed attention, working memory, prospective, and retrospective memory benefits, but no improvement in planning as assessed by the Zoo map test and the action program subtest of Behavioral Assessment of the Dysexecutive Syndrome. Patients also clinically and functionally improved, gaining autonomy. Pragmatically, they reported a strong energy to elaborate concrete plans to search for jobs, or return to activities in the community. Qualitative assessments showed a benefit in sparing time, planning better, enriched relatedness, and better management of their housework. This VR game opens avenue to rehabilitation for patients with schizophrenia experiencing chronicity in their life, less attendance in daycare units, and a better community living. This program might reduce neurocognitive difficulties and might evolve into a true method for cognitive remediation (trial n° 2011-A00988-33)

Action (physics · Cognition · Cognitive psychology · Dysexecutive syndrome · Everyday life · Memorization · Neuropsychology · Psychiatry · Schizophrenia (object-oriented programming · Applied Psychology · Mental Health and Psychiatry · Psychology · Psychosomatic Disorders and Their Treatments · Schizophrenia research and treatment

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Citations per year0.5
Citation span2016 - 2026 (11)
Highly citedNo

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