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Motor and cognitive effects of video game training in people with multiple sclerosis: a randomized controlled trial

delete2026-04-01
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PRE
AI
B
Baroni, Andrea *
F
Fregna, Giulia
A
Azzolina, Danila
S
Severini, Giacomo
S
Straudi, Sofia
DOI:10.23736/S1973-9087.26.09188-4delete
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Abstract

Abstract

En 中文
BACKGROUND: Dual-task activities are frequently impaired in people with MS (PwMS), with a high impact on daily life activities. Exergaming may represent a valuable treatment for dual-task abilities as it involves motor and cognitive task. AIM: To evaluate whether a video game training (VGT) improves mobility, balance, cognitive functions, and dual tasking more than a standardized balance platform training (BPT). DESIGN: Single-blinded, randomized control trial. SETTING: Outpatient. POPULATION: People with multiple sclerosis (PwMS). METHODS: Forty-eight PwMS were allocated to either VGT or BPT group. VGT was delivered using a commercially available video game console, BPT using a rehabilitative balance platform. Both groups received twelve 1-hour sessions over four weeks. All subjects were evaluated before (T0), after treatment (T1) and at the three-month follow-up (T2). The primary outcome was functional mobility assessed with the Timed Up and Go test. Secondary outcomes included balance, patient-reported measures, cognitive functions, and posturographic assessment in single and dual-task condition. RESULTS: Mobility significantly improved after treatment in the BPT group. Fatigue and perceived walking ability improved after treatment only in the VGT group. Both treatments significantly improved static and dynamic balance (after treatment and at the three-month follow-up) and quality of life (after treatment). Between-group analysis revealed a significant improvement in reaction time only in people who received VGT. CONCLUSIONS: Both VGT and BPT were effective in improving balance and quality of life in PwMS. Although no changes in dual-task performance were observed, VGT led to specific improvements in attentional performance. CLINICAL REHABILITATION IMPACT: Video game rehabilitation may offer a useful and engaging option for improving balance, quality of life, and attention in PwMS. As no improvements were found in dual-task performance, longer-term studies are needed before conclusions can be drawn about its broader rehabilitative impact.
Keywords:
Multiple sclerosis
Exergaming
Balance
Cognitive function
Rehabilitation

Journal

E
European Journal of Physical and Rehabilitation Medicine
IF:
3.4
Papers:
1.0K
Citations:
3.7K

Organization

A
arcispedale sant'anna
Scholars:
81
Papers: 56
Citations: 0
U
University of Naples Federico II
Scholars:
4.6W
Papers: 3.6W
Citations: 51
U
university of ferrara
Scholars:
1.7K
Papers: 681
Citations: 0
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