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A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot Study

Overview of attention for article published in Frontiers in Psychiatry, April 2016
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  • Good Attention Score compared to outputs of the same age (68th percentile)
  • Good Attention Score compared to outputs of the same age and source (74th percentile)

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7 X users

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Title
A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot Study
Published in
Frontiers in Psychiatry, April 2016
DOI 10.3389/fpsyt.2016.00064
Pubmed ID
Authors

Isabelle Amado, Lindsay Brénugat-Herné, Eric Orriols, Colombe Desombre, Maxine Dos Santos, Zelda Prost, Marie-Odile Krebs, Pascale Piolino

Abstract

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).

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 197 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
United States 1 <1%
France 1 <1%
Unknown 194 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 33 17%
Student > Ph. D. Student 25 13%
Student > Doctoral Student 19 10%
Student > Bachelor 19 10%
Researcher 18 9%
Other 31 16%
Unknown 52 26%
Readers by discipline Count As %
Psychology 59 30%
Medicine and Dentistry 16 8%
Neuroscience 14 7%
Computer Science 12 6%
Engineering 7 4%
Other 26 13%
Unknown 63 32%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 18 June 2022.
All research outputs
#6,703,703
of 22,699,621 outputs
Outputs from Frontiers in Psychiatry
#2,852
of 9,828 outputs
Outputs of similar age
#94,733
of 299,125 outputs
Outputs of similar age from Frontiers in Psychiatry
#17
of 66 outputs
Altmetric has tracked 22,699,621 research outputs across all sources so far. This one has received more attention than most of these and is in the 70th percentile.
So far Altmetric has tracked 9,828 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 10.4. This one has gotten more attention than average, scoring higher than 70% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 299,125 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 68% of its contemporaries.
We're also able to compare this research output to 66 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 74% of its contemporaries.