Table 1 Main cognitive interventions tested across all trials, with specific examples
Intervention | Treatment process | Delivery mode | Examples of software |
|---|---|---|---|
Cognitive training52,54,55,56,57,58,59,60,61,63,64,65,66,71,79,80,91,95,97,99,101,103,107,110,111,113,114,115,121,124,125,157 | Repeated practice on standardised cognitive exercises targeting specific cognitive domains. Purpose: stimulating cognitive function by targeting neural networks and improving plasticity (often adjusted difficulty level). | Compact disk (n = 2), computerized (n = 28), app (n = 1) | Cogmed QM, SOCIABLE, Posit Science Corporation, CoRe, Cogmed, Brainstim, GRADIOR, Lumosity, FESKITS Estimulación Cognitiva, CogniPlus, Spaced Retrieval-based Memory Advancement and Rehabilitation Training (USMART), NEUROvitalis, INSIGHT (Posit), Braingymmer, Smartphone-based brain Anti-aging and memory Reinforcement Training (SMART), BrainHQ, VILAT-G, http://app-cerebroactivo.rhcloud.com, BEYNEX, Neuro-World |
Cognitive rehabilitation32,51,57,78,81,83,85,86,87,88,89,90,93,98,100,102,105,106,109,112,118,119,120,122,123 | Activities that are based on assessment and understanding of the patient’s brain-behavioural deficits, complemented by teaching on internal and external memory aids. Purpose: development of behavioural and cognitive strategies that will help retrieval and recall of information, as an attempt to restore memory function using new strategies (‘restitution’ or ‘compensation’). | Computerized (n = 23), app (n = 1) | NOROSOFT Mental Exercise Program, COGPACK neurorehabilitation programme (Marker Software), Insight neurocognitive program, HAPPY neuron Brain Jogging, RehaCom, Dr. Kawashima’s Brain Training, ERICA platform, MS-Line!, Posit Science’s BrainFitness, CoRe software, ReMind-app, Cognitive vitality training, Lumosity, eReCog, BrainHQ, http://dvbic.dcoe.mil/research/studymanual, 'Niet-Rennen- Maar-Plannen' |
Interventions involving a head-mounted display worn by users, which allows them to experience 3D content (eg, videos and games) in an immersive virtual environment. Purpose: promote the ability to switch between different tasks that requires visual ability and attention. Real-time feedback stimulation simulating real-world. | Computerized augmented reality (n = 3), Virtual reality system (n = 9), mixed (n = 1) | Virtools platform, VIVE and Kinect systems, SY Innotech Inc (South Korea), VRRS-Evo, HTC Vive, Cognitive training (COGNIPLAT) Game Platform through augmented reality (https://cogniplat.aegean.gr/Home_Activities/), VRADA | |
Different activities and content often delivered in the form of a videogame that intend to improve cognition, but resemble a leisure activity and carry inherent playfulness. | Online games (n = 3), Nintendo console (n = 1), tablet-based (n = 1) | Aquasnap (Cambridge, MyCQ™), 'My Better Mind', Nintendo, Game Show, BEYNEX, EVO Monitor | |
A form of psychotherapy attempting to change symptoms by targeting thoughts and behaviours; can be complemented by other technics including organizational skills. | App (n = 1), computerized (n = 1) | Living SMART, In Focus |