Objective. To evaluate the effectiveness of a home-based cognitive rehabilitation (CR) program based on the video game Dr Kawashima's Brain Training (DKBT; Nintendo, Japan), in improving attention, processing speed, and working memory of patients with multiple sclerosis (MS). Methods. This was a randomized, wait-list control study. Patients with MS and failure in at least one between Stroop Test (ST), Paced Auditory Serial Addition Test (PASAT), and Symbol Digit Modalities Test (SDMT) were submitted to an 8-week home-based CR program playing DKBT. Patients were evaluated at baseline and after DKBT by the aforementioned tests, by the Modified Fatigue Impact Scale (MFIS) and by the MS Quality of Life-54 questionnaire (MSQoL-54). Results. Fift...
none3noPurpose: Computerized rehabilitation programs can be used to address cognitive deficits typi...
Neurorehabilitation programs are among the most popular therapies aimed at reducing the disabilities...
The feasibility and preliminary evidence for efficacy of a serious games platform compared to exerga...
The prevalence of cognitive deficits in multiple sclerosis (MS) necessitates effective rehabilitatio...
IntroductionSelf-administered in-home digital therapeutics could expand access to cognitive rehabili...
Introduction Multiple sclerosis (MS) is one of the major causes of disability in young adults and af...
Cognitive impairment affects more than half of all individuals living with multiple sclerosis (MS). ...
Cognitive impairment (CI) occurs in about 40-65% of people with multiple sclerosis (MS) during the d...
International audienceBackground: Specific cognitive rehabilitation (SCR) has been suggested for mul...
Objectives: The purpose of the current study was to evaluate whether a 12-week neuropsychological re...
Introduction: Cognitive impairment is a debilitating symptom in people with multiple sclerosis (MS)....
Balance and gait disturbances are commonly observed, but poorly managed, in individuals with multipl...
Cognitive impairment affects more than half of all individuals living with multiple sclerosis (MS). ...
Background: Balance disorders, fatigue, and walking impairments are the most common symptoms of mult...
Serious games have grown rapidly to provide cognitive stimulation for people with cognitive impairme...
none3noPurpose: Computerized rehabilitation programs can be used to address cognitive deficits typi...
Neurorehabilitation programs are among the most popular therapies aimed at reducing the disabilities...
The feasibility and preliminary evidence for efficacy of a serious games platform compared to exerga...
The prevalence of cognitive deficits in multiple sclerosis (MS) necessitates effective rehabilitatio...
IntroductionSelf-administered in-home digital therapeutics could expand access to cognitive rehabili...
Introduction Multiple sclerosis (MS) is one of the major causes of disability in young adults and af...
Cognitive impairment affects more than half of all individuals living with multiple sclerosis (MS). ...
Cognitive impairment (CI) occurs in about 40-65% of people with multiple sclerosis (MS) during the d...
International audienceBackground: Specific cognitive rehabilitation (SCR) has been suggested for mul...
Objectives: The purpose of the current study was to evaluate whether a 12-week neuropsychological re...
Introduction: Cognitive impairment is a debilitating symptom in people with multiple sclerosis (MS)....
Balance and gait disturbances are commonly observed, but poorly managed, in individuals with multipl...
Cognitive impairment affects more than half of all individuals living with multiple sclerosis (MS). ...
Background: Balance disorders, fatigue, and walking impairments are the most common symptoms of mult...
Serious games have grown rapidly to provide cognitive stimulation for people with cognitive impairme...
none3noPurpose: Computerized rehabilitation programs can be used to address cognitive deficits typi...
Neurorehabilitation programs are among the most popular therapies aimed at reducing the disabilities...
The feasibility and preliminary evidence for efficacy of a serious games platform compared to exerga...