title: Improving executive function deficits by playing interactive video-games: secondary analysis of a randomized controlled trial for individuals with chronic stroke.
abstract: BACKGROUND
  Executive function deficits negatively impact independence and participation in everyday life of individuals with chronic stroke. Therefore, it is important to explore therapeutic interventions to improve executive functions.
  
  
  OBJECTIVE
  The aim of this study was to determine the effectiveness of a 3-month interactive video-game group intervention compared to a traditional motor group intervention for improving executive functions in individuals with chronic stroke.
  
  
  METHODS
  This study is a secondary analysis of a single-blind randomized controlled trial for improving factors related to physical activity of individuals with chronic stroke. Assessments were administered pre and post the intervention and at 3-month follow-up by assessors blind to treatment allocation.
  
  
  METHODS
  Thirty-nine individuals with chronic stroke with executive function deficits participated in an interactive video-game group intervention (N.=20) or a traditional group intervention (N.=19). The intervention included two 1-hour group sessions per week for three months, either playing video-games or performing traditional exercises/activities. Executive function deficits were assessed using The Trail Making Test (Parts A and B) and by two performance-based assessments; the Bill Paying Task from the Executive Function Performance Test (EFPT) and the Executive Function Route-Finding Task (EFRT).
  
  
  RESULTS
  Following intervention, scores for the Bill Paying Task (EFPT) decreased by 27.5% and 36.6% for the participants in the video-game and traditional intervention, respectively (F=17.3, P<0.000) and continued to decrease in the video-game group with small effect sizes. Effect size was small to medium for the TMT-B (F=0.003, P=0.954) and EFRT (F=1.2, P=0.28), without any statistical significance difference.
  
  
  CONCLUSIONS
  Interactive video-games provide combined cognitive-motor stimulation and therefore have potential to improve executive functioning of individuals with chronic stroke. Further research is needed.
  
  
  CONCLUSIONS
  These findings highlight the potential of utilizing interactive video-games in a small group for keeping these individuals active, while maintaining and improving executive functioning especially for individuals with chronic stroke, who have completed their formal rehabilitation.
authors.affiliation: Geriatric Clinic, Maccabi Healthcare Services, Bat Yam, Israel - drand@post.tau.ac.il.
authors.forename: Clara
authors.initials: C
authors.lastname: Rozental-Iluz
authors.forename: Gabi
authors.initials: G
authors.lastname: Zeilig
authors.forename: Harold
authors.initials: H
authors.lastname: Weingarden
authors.forename: Debbie
authors.initials: D
authors.lastname: Rand
mesh_terms: D000367:Age Factors; D000368:Aged; D000704:Analysis of Variance; D002908:Chronic Disease; D003072:Cognition Disorders / Q000534:rehabilitation*; D056344:Executive Function / Q000502:physiology; D005260:Female; D005500:Follow-Up Studies; D006801:Humans; D008297:Male; D008875:Middle Aged; D000066530:Neurological Rehabilitation / Q000295:instrumentation* / Q000379:methods; D018579:Patient Selection; D018570:Risk Assessment; D012720:Severity of Illness Index; D012737:Sex Factors; D016037:Single-Blind Method; D020521:Stroke / Q000175:diagnosis*; D000071939:Stroke Rehabilitation / Q000379:methods*; D016896:Treatment Outcome; D018910:Video Games