Ry much” satisfied with the intervention; with all being at least “more or less” satisfied. The program was rated “very” mentally and socially stimulating by more Wii than HAEP group participants. All indicated that they would participate in the intervention again in the future, and nearly all would recommend it to BAY1217389MedChemExpress BAY1217389 others. (Figure 2). The Wii and HAEP groups were not significantly different in any of the feasibility measures examined (all p > 0.20). Examining participants’ level of satisfaction with the training and equipment, we found that the majority of participants were “very much” satisfied with the training provided and the ease of playing the Wii games. Further, more than half were “very much” satisfied with using the controller and the games selected. With regard to the level of enjoyment in and the cognitive, social, and physical stimulation of each of the core Wii Sports games, bowling was enjoyed most by the participants and was most frequently endorsed as providing “very much” mental, social, and physical stimulation. Golf was the second most frequently enjoyed game, and was also second with regard to level of mental, social, and physical stimulation. Baseball and tennis were enjoyed by fewer participants, and were not considered as mentally, socially, and physically stimulating as bowling or golf (Table 2).NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptInt J Geriatr Psychiatry. Author manuscript; available in PMC 2015 September 01.Hughes et al.PageExploratory Assessment of Clinical Outcomes Overall, neither condition significantly affected cognitive functioning or any secondary outcome. Medium effect size estimates were found for the CAMCI total score, Tracking B task, subjective cognition, and gait speed in favor of the Wii group (Table 3).NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptDISCUSSIONThe primary goal of this pilot study was to determine the feasibility of an interactive video gaming intervention in individuals with MCI. Results suggest that older adults with MCI are capable of engaging in interactive video gaming over a period of 6 months. Although not statistically significant, medium-sized effects were observed in favor of the Wii group, compared to health education, for objective and subjective cognitive functioning as well as physical functioning. These preliminary findings support a more intensive and adequately powered trial to draw more definite conclusions. By recruiting from an established cohort study of MCI we found that 29 of those with MCI were interested in participating in the study. This is lower than MYHAT participants classified as cognitively normal among whom 36 were potentially interested. These results provide important information to guide recruitment efforts for behavioral intervention studies targeting those with MCI. We were able to enroll 20 participants during a short recruitment period. We may have reached our target of 30 if we had a longer recruitment window and/or offered additional S28463 dose session meeting times. We had high levels of attendance and retention at the sessions, and high interest in participating again if given the opportunity. We speculate cautiously this was related to the following factors. First, we recruited participants from a well-established cohort study using study interviewers with whom they were already familiar. Second, we lessened the burden of study participation by arranging transportation for those in n.Ry much” satisfied with the intervention; with all being at least “more or less” satisfied. The program was rated “very” mentally and socially stimulating by more Wii than HAEP group participants. All indicated that they would participate in the intervention again in the future, and nearly all would recommend it to others. (Figure 2). The Wii and HAEP groups were not significantly different in any of the feasibility measures examined (all p > 0.20). Examining participants’ level of satisfaction with the training and equipment, we found that the majority of participants were “very much” satisfied with the training provided and the ease of playing the Wii games. Further, more than half were “very much” satisfied with using the controller and the games selected. With regard to the level of enjoyment in and the cognitive, social, and physical stimulation of each of the core Wii Sports games, bowling was enjoyed most by the participants and was most frequently endorsed as providing “very much” mental, social, and physical stimulation. Golf was the second most frequently enjoyed game, and was also second with regard to level of mental, social, and physical stimulation. Baseball and tennis were enjoyed by fewer participants, and were not considered as mentally, socially, and physically stimulating as bowling or golf (Table 2).NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptInt J Geriatr Psychiatry. Author manuscript; available in PMC 2015 September 01.Hughes et al.PageExploratory Assessment of Clinical Outcomes Overall, neither condition significantly affected cognitive functioning or any secondary outcome. Medium effect size estimates were found for the CAMCI total score, Tracking B task, subjective cognition, and gait speed in favor of the Wii group (Table 3).NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptDISCUSSIONThe primary goal of this pilot study was to determine the feasibility of an interactive video gaming intervention in individuals with MCI. Results suggest that older adults with MCI are capable of engaging in interactive video gaming over a period of 6 months. Although not statistically significant, medium-sized effects were observed in favor of the Wii group, compared to health education, for objective and subjective cognitive functioning as well as physical functioning. These preliminary findings support a more intensive and adequately powered trial to draw more definite conclusions. By recruiting from an established cohort study of MCI we found that 29 of those with MCI were interested in participating in the study. This is lower than MYHAT participants classified as cognitively normal among whom 36 were potentially interested. These results provide important information to guide recruitment efforts for behavioral intervention studies targeting those with MCI. We were able to enroll 20 participants during a short recruitment period. We may have reached our target of 30 if we had a longer recruitment window and/or offered additional session meeting times. We had high levels of attendance and retention at the sessions, and high interest in participating again if given the opportunity. We speculate cautiously this was related to the following factors. First, we recruited participants from a well-established cohort study using study interviewers with whom they were already familiar. Second, we lessened the burden of study participation by arranging transportation for those in n.
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