目的:藉由彙整數位化認知訓練的實證性研究,提出適用年齡、族群、認知評估工具,並針對認知功能的訓練效益進行探討,供職能治療師與相關研究人員作為指導、治療與後續研究參考依據。方法:以系統性回顧篩選2015年至2022年間,數位化認知訓練應用於改善高齡者認知功能的實證性研究共16篇文獻。結果:不論採用虛擬實境或影像遊戲,在適當運動強度與認知刺激下,每週2至3次,為期3至12週,單次不超過60分鐘,皆有助改善高齡者認知功能,且多半採用蒙特利爾認知評估量表與簡易心智量表作為主要認知評估工具。基於虛擬實境的認知訓練具備較高的生態效度,且對於視覺空間能力的改善具備較為顯著的訓練效益。結論:相較2D影像進行互動式遊戲的認知訓練而言,在3D虛擬環境中執行的認知訓練,可提供多種感官信息整合,強調使用者的主導作用,具備較佳的生態效度與與改善效益,可顯著延緩輕度認知障礙、健康高齡者與失智症患者認知功能退化。建議職能治療師可將虛擬實境訓練納入認知職能治療,並導入適當認知任務,搭配簡易動作來提升整體認知訓練效益。
Purpose: To review evidence-based researches of digitalized cognitive training for improving the elderly's cognitive function and clarify the forms of VR and video games to understand the reasons for their improvement. Our reviews may use for sport technologists for R&D and for practitioners' training curriculum. Method: By analysis the participants, intervention type, and antecedents of cognitive training and the efficiency, we try to summarize our findings. Results: After analyzing 16 literatures, we discovered that this specific type of research was mainly conducted on people with mild cognitive impairment. Second most were elders and dementia patients. Whether VR or video games were conducted, it was found effective to improve the elder's cognitive function under proper intensity and cognitive stimulation with a frequency of two to three times per week, lasting three to twelve weeks, and a duration limit of sixty minutes every time. Furthermore, we mainly used MMSE and MoCA as the criterion of our assessment, locating in hospitals and sanatoriums. However, due to the fact that cognitive training conducted in 3D virtual environment can provide the relative position and synchronizing information of the surrounding objects, it has higher ecological validity than interactive one that is conducted through 2D image output. Consequently, cognitive training conducted in 3D virtual environment has more significant benefits on improving visual spatial ability. Conclusion: Cognitive training conducted in 3D virtual environment was able to postpone mild cognitive impairment and the cognitive function deterioration of healthy elderly and dementia patients. Therefore, sports technology firms can improve the overall usage of ecological validity and sensory information relating to user's body by using virtual reality system as principal axis and introducing cognitive tasks accompanied with proper moves that won't take more than 60 minutes to conduct. If we were to produce video games, we need to use fully developed activity recognition system to present scenes without delay, provide live sensory feedback, and thereby enhance the process speed.