PTOTSLPRCTJournal of neuroengineering and rehabilitation2024

Effects of a dual intervention (motor and virtual reality-based cognitive) on cognition in patients with mild cognitive impairment: a single-blind, randomized controlled trial.

Jorge Buele, Fátima Avilés-Castillo, Carolina Del-Valle-Soto and 2 others

PMID 39090664

WHAT IT FOUND

Both a VR kitchen-memory game and the same pencil-and-paper version improved cognition and reduced depressive symptoms in older adults with mild cognitive impairment.

Neither was better than the other. Neither improved daily-living skills. Both groups also did balance, strength and aerobic exercise, so the training alone cannot be credited.

Key findings

01Both groups improved on the cognitive test, with a slightly larger within-group gain in the pencil-and-paper control group.

02Both groups reduced depression scores, again with a larger within-group effect in the control group; the experimental group started already in the normal range.

03Instrumental activities of daily living did not improve significantly within either group, although the between-group comparison favoured the VR group.

STILL TO COME

How it was doneWhat they foundWhat it means for PTsWhat it means for OTsWhat it means for SLPs

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What it does not show

Only 26 of the 34 randomised participants finished, leaving 12 controls and 14 in the VR group, and the paper does not report how the dropouts were handled in the analysis. Both groups did the same twice-weekly motor exercise and the same group socialising, so the trial cannot separate the VR training from the exercise or from simply being in an active group. Therapists and participants were not blinded, and the paper notes that the card task allowed more informal conversation with the therapist, which may explain why the control group looked slightly better on cognition and mood. There was no follow-up assessment, which had been planned for four months but could not be done because participants stopped attending. The six-week duration and the small sample limit confidence in the effects. Everyone came from one day-care centre in Patate, Ecuador, and had to be living at home, non-institutionalised and free of disability, so the results do not extend to patients with stroke, dementia, hearing or vision loss, or those in residential care. Education was very low (about five years on average, only two participants finishing high school), and education correlated with cognitive scores, which may shape how the test scores should be read. The trial was registered in March 2024, after the study period, so the paper does not establish which outcome was pre-specified as primary; the authors say the main focus was cognition with depression and daily living as secondary.

Declared interests

The paper reports no funding source and no conflict of interest declaration in the text supplied. The VR application was developed by the research team using the Unity game engine, and the authors are also the people who delivered the intervention and supervised the sessions, though the outcome assessor was blinded.

The easy way to misread this

Do not conclude that VR-based cognitive training outperformed the pencil-and-paper version. The paper reports slightly larger within-group gains for cognition and depression in the card group, and the only result favouring VR is a between-group difference on daily-living scores that neither group improved significantly within itself. Do not read any of the changes as caused by the headset either: every participant also did twice-weekly balance, strength, aerobic and conversation-based group exercise.

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