On,” (Ganguli et al., 2010a)) based on neuropsychological test performance relative

On,” (Ganguli et al., 2010a)) based on neuropsychological test performance relative to MYHAT norms (Ganguli et al., 2010b)). Potential participants were initially screened for eligibility using MYHAT study data. The inclusion criterion for the pilot study was classification of MCI based on Cognitive Classification at their most recent MYHAT assessment. Exclusion criteria were severe vision, L 663536MedChemExpress MK-886 hearing and motor impairment; history of debilitating neurologic disorders (i.e., Parkinson’s disease, stroke, multiple sclerosis, traumatic brain injury, or seizure disorder); any use of psychotropic medications; consuming 2? alcoholic drinks or more per occasion. Additional exclusion criteria assessed for the pilot study were having played the Nintendo Wii TM on three or more occasions in the past year, or unable to commit to attending 20/24 intervention sessions. Participants were equally (i.e., 50/50 split) randomly assigned to either interactive video gaming or health education using random BIM-22493 biological activity numbers generated using Stata Version 11 (StataCorp LP, College Station, Texas, USA). The protocol was approved by the University of Pittsburgh Institutional Review Board. Written informed consent was obtained from all participants. Intervention Participants met for 90 minutes once per week for 24 weeks for a total of 36 hours. Since the primary aim was to examine intervention feasibility, this dosage was selected in order to evaluate the acceptability of the intervention. Sessions took place at a centrally locatedNIH-PA Author Manuscript NIH-PA Author ManuscriptInt J Geriatr Psychiatry. Author manuscript; available in PMC 2015 September 01.Hughes et al.Pagechurch within the study area. Transportation was provided as needed. Participants received modest cash incentives for attending the sessions and assessments.NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptInteractive Video Games (Wii) The Nintendo WiiTM gaming console was used for interactive video gaming. The WiiTM uses a wireless remote device with motion-sensing capabilities. Players use their arms and/or bodies to simulate actions required for each game (e.g., swinging a golf club, throwing a bowling ball). Participants played the WiiTM in stable groups of 3 or 4 members. The Wii Sports games, including bowling, golf, tennis, and baseball, comprised the “core” games of each of the 24 sessions. Each weekly session followed a regular schedule of first briefly ( 10?5 minutes) discussing healthy aging topics, followed by interactive video gaming for the remainder of the session. The first 6 weeks focused on training and developing competence with the Wii system and the Wii Sports games. Beginning in week 7, participants were introduced to new games (e.g., Boom Blox, Wii Play, Sports Resort) for approximately the final 15?0 minutes of the session to provide novel gaming conditions and to maintain motivation and interest. In weeks 10 and 20, the groups competed in a “Wii tournament” to encourage enhanced effort and social interaction. Healthy Aging Education Program (HAEP) There is no consensus in the field regarding the appropriate control condition for cognitive intervention trials (Park et al.2007). The HAEP was designed to provide a source of passive cognitive stimulation in a socially-matched setting that would allow for the effect of novel and cognitively engaging characteristics of the Wii condition to be isolated. All ten participants met to learn about and discuss age-speci.On,” (Ganguli et al., 2010a)) based on neuropsychological test performance relative to MYHAT norms (Ganguli et al., 2010b)). Potential participants were initially screened for eligibility using MYHAT study data. The inclusion criterion for the pilot study was classification of MCI based on Cognitive Classification at their most recent MYHAT assessment. Exclusion criteria were severe vision, hearing and motor impairment; history of debilitating neurologic disorders (i.e., Parkinson’s disease, stroke, multiple sclerosis, traumatic brain injury, or seizure disorder); any use of psychotropic medications; consuming 2? alcoholic drinks or more per occasion. Additional exclusion criteria assessed for the pilot study were having played the Nintendo Wii TM on three or more occasions in the past year, or unable to commit to attending 20/24 intervention sessions. Participants were equally (i.e., 50/50 split) randomly assigned to either interactive video gaming or health education using random numbers generated using Stata Version 11 (StataCorp LP, College Station, Texas, USA). The protocol was approved by the University of Pittsburgh Institutional Review Board. Written informed consent was obtained from all participants. Intervention Participants met for 90 minutes once per week for 24 weeks for a total of 36 hours. Since the primary aim was to examine intervention feasibility, this dosage was selected in order to evaluate the acceptability of the intervention. Sessions took place at a centrally locatedNIH-PA Author Manuscript NIH-PA Author ManuscriptInt J Geriatr Psychiatry. Author manuscript; available in PMC 2015 September 01.Hughes et al.Pagechurch within the study area. Transportation was provided as needed. Participants received modest cash incentives for attending the sessions and assessments.NIH-PA Author Manuscript NIH-PA Author Manuscript NIH-PA Author ManuscriptInteractive Video Games (Wii) The Nintendo WiiTM gaming console was used for interactive video gaming. The WiiTM uses a wireless remote device with motion-sensing capabilities. Players use their arms and/or bodies to simulate actions required for each game (e.g., swinging a golf club, throwing a bowling ball). Participants played the WiiTM in stable groups of 3 or 4 members. The Wii Sports games, including bowling, golf, tennis, and baseball, comprised the “core” games of each of the 24 sessions. Each weekly session followed a regular schedule of first briefly ( 10?5 minutes) discussing healthy aging topics, followed by interactive video gaming for the remainder of the session. The first 6 weeks focused on training and developing competence with the Wii system and the Wii Sports games. Beginning in week 7, participants were introduced to new games (e.g., Boom Blox, Wii Play, Sports Resort) for approximately the final 15?0 minutes of the session to provide novel gaming conditions and to maintain motivation and interest. In weeks 10 and 20, the groups competed in a “Wii tournament” to encourage enhanced effort and social interaction. Healthy Aging Education Program (HAEP) There is no consensus in the field regarding the appropriate control condition for cognitive intervention trials (Park et al.2007). The HAEP was designed to provide a source of passive cognitive stimulation in a socially-matched setting that would allow for the effect of novel and cognitively engaging characteristics of the Wii condition to be isolated. All ten participants met to learn about and discuss age-speci.

Leave a Reply