Changing stroke rehab and research worldwide now.Time is Brain! trillions and trillions of neurons that DIE each day because there are NO effective hyperacute therapies besides tPA(only 12% effective). I have 523 posts on hyperacute therapy, enough for researchers to spend decades proving them out. These are my personal ideas and blog on stroke rehabilitation and stroke research. Do not attempt any of these without checking with your medical provider. Unless you join me in agitating, when you need these therapies they won't be there.

What this blog is for:

My blog is not to help survivors recover, it is to have the 10 million yearly stroke survivors light fires underneath their doctors, stroke hospitals and stroke researchers to get stroke solved. 100% recovery. The stroke medical world is completely failing at that goal, they don't even have it as a goal. Shortly after getting out of the hospital and getting NO information on the process or protocols of stroke rehabilitation and recovery I started searching on the internet and found that no other survivor received useful information. This is an attempt to cover all stroke rehabilitation information that should be readily available to survivors so they can talk with informed knowledge to their medical staff. It lays out what needs to be done to get stroke survivors closer to 100% recovery. It's quite disgusting that this information is not available from every stroke association and doctors group.

Showing posts with label video gaming. Show all posts
Showing posts with label video gaming. Show all posts

Wednesday, October 30, 2024

Trauma, treatment and Tetris: video gaming increases hippocampal volume in male patients with combat-related posttraumatic stress disorder

 

Since there is a 23% chance of stroke survivors getting PTSD what is your doctor's prevention plan; not treatment plan, PREVENTION!

Trauma, treatment and Tetris: video gaming increases hippocampal volume in male patients with combat-related posttraumatic stress disorder

  • PMCID: PMC7828932  PMID: 32293830

    Abstract

    Background

    Tetris has been proposed as a preventive intervention to reduce intrusive memories of a traumatic event. However, no neuroimaging study has assessed Tetris in patients with existing posttraumatic stress disorder (PTSD) or explored how playing Tetris may affect brain structure.

    Methods

    We recruited patients with combat-related PTSD before psychotherapy and randomly assigned them to an experimental Tetris and therapy group (n = 20) or to a therapy-only control group (n = 20). In the control group, participants completed therapy as usual: eye movement desensitization and reprocessing (EMDR) psychotherapy. In the Tetris group, in addition to EMDR, participants also played 60 minutes of Tetris every day from onset to completion of therapy, approximately 6 weeks later. Participants completed structural MRI and psychological questionnaires before and after therapy, and we collected psychological questionnaire data at follow-up, approximately 6 months later. We hypothesized that the Tetris group would show increases in hippocampal volume and reductions in symptoms, both directly after completion of therapy and at follow-up.

    Results

    Following therapy, hippocampal volume increased in the Tetris group, but not the control group. As well, hippocampal increases were correlated with reductions in symptoms of PTSD, depression and anxiety between completion of therapy and follow-up in the Tetris group, but not the control group.

    Limitations

    Playing Tetris may act as a cognitive interference task and as a brain-training intervention, but it was not possible to distinguish between these 2 potential mechanisms.

    Conclusion

    Tetris may be useful as an adjunct therapeutic intervention for PTSD. Tetris-related increases in hippocampal volume may ensure that therapeutic gains are maintained after completion of therapy.

    Introduction

    Recent work has provided evidence for the utility of the visuospatial video game Tetris as an early therapeutic intervention for posttraumatic stress disorder (PTSD). Holmes and colleagues have shown that playing Tetris directly after trauma exposure can reduce subsequent intrusive memories of the traumatic event, and they have demonstrated the efficacy of this “cognitive vaccine” in both experimental and real-world settings.

    Following exposure to an event, the memory trace of that event must be consolidated into long-term memory for it to be accessible for later recall. Shortly after the event, the memory trace remains in a labile state as it is consolidated, and it is susceptible or vulnerable to interference. Performing an unrelated task while the memory for an event is in a labile state can reduce subsequent retrieval. In addition, it has been proposed that following reactivation, a memory again enters a labile state and must be reconsolidated into long-term memory. During this reconsolidation process, the memory trace is also vulnerable to interference. Holmes and colleagues have proposed that by completing a demanding visuospatial task during memory consolidation or reconsolidation for a traumatic event, the memory trace is weakened because of competition for the cognitive resources required for consolidation.

    To date, work using Tetris as an intervention has focused mainly on attempting to disrupt consolidation of the traumatic memory within the first 6 hours after the trauma exposure, or reconsolidation of the traumatic memory the next day. However, playing a video game in the direct aftermath of a traumatic event is neither practical nor possible in every case. It is estimated that approximately 8 million adults have PTSD in the United States alone. As such, interventions for those who are already experiencing posttraumatic symptoms are sorely needed.

    One study to date has assessed a Tetris intervention in people with existing PTSD. In this study, specific intrusions were targeted based on the concepts of “concurrent task interference and memory reconsolidation.” After a reminder for a specific intrusive memory, patients played 25 minutes of Tetris. The authors found that after completion of the study, the frequency of targeted intrusions was lower than that of nontargeted intrusions. In the current study, we investigate the utility of Tetris as an adjunct therapeutic intervention for people with current PTSD.

    Current therapeutic interventions for PTSD have a number of limitations related to response rates and long-term efficacy. A significant minority of people with PTSD will not show significant improvement in symptoms directly following therapy, with rates of nonresponders estimated to be as high as 35% to 50% in some studies. In addition, the long-term prognosis for PTSD is poor: a majority of people continue to experience symptoms for months or years after initial diagnosis, and a substantial number never fully recovers. As such, there is a significant need for additional therapeutic interventions that may act as an adjunct to traditional psychotherapy for nonresponders and to ensure the long-term maintenance of therapy-related gains for responders.

    The most widely used and most effective interventions for PTSD are psychotherapies such as trauma-focused cognitive behaviour therapy (CBT) and eye movement desensitization and reprocessing (EMDR) therapy. These therapies target memories of the traumatic event, along with the person’s cognitive and emotional interpretation of the event. Therapy with EMDR is particularly interesting, because it differs from other psychotherapies by incorporating a visuosensory attentional component. There are some inconsistencies in the literature regarding EMDR, particularly the therapeutic contribution of the visuosensory component: although reviews of studies comparing trauma-focused CBT and EMDR have failed to demonstrate increased efficacy for one over the other,, separate reviews have provided evidence that the addition of eye movements results in significant improvements to treatment outcomes., As such, although EMDR is a common therapeutic intervention for the treatment of PTSD, the precise mechanisms underlying its efficacy remain somewhat unclear.

    In the current study, we explored the use of Tetris as an adjunct to EMDR. Each EMDR session consisted of selecting a traumatic memory to work on. Given the visuosensory attentional component of EMDR, we considered that Tetris might complement EMDR better than other psychotherapeutic interventions, such as CBT.

    At the neuroanatomical level, adult PTSD populations are characterized by smaller volumes in the hippocampus and in prefrontal regions, including the ventromedial prefrontal cortex and the anterior cingulate cortex.

    The hippocampus is hypothesized to play a key role in PTSD symptomatology: smaller hippocampal volumes have been associated with increased risk and poorer prognosis in PTSD, and with poorer prognosis. In addition, increases in grey matter volume in the hippocampus have been observed in response to psychological therapy, including EMDR, and pharmacological interventions, and increases in hippocampal volume have been linked to improvements in memory.

    Training studies have demonstrated that increases in hippocampal volume can be produced with a wide variety of interventions, , including video-gaming interventions. As such, we hypothesized that the video-gaming intervention Tetris would increase hippocampal volume, which would in turn reduce PTSD symptomatology.

    Smaller prefrontal regions have also been commonly observed in people with PTSD. Prefrontal regions have also been shown to increase in response to video-gaming interventions. We therefore hypothesized that prefrontal regions in PTSD populations would also increase in response to therapeutic interventions, although the majority of relevant work in neuroplasticity and PTSD has demonstrated effects in the hippocampus rather than the prefrontal regions.

    In the current study, we investigated the structural and behavioural effects of a Tetris intervention in people with PTSD who were undergoing psychotherapy, using a prospective design. We recruited people with combat-related PTSD and assessed them before and directly after EMDR therapy, as well as at follow-up, approximately 6 months later. We proposed that playing Tetris after therapy while the reactivated traumatic memory was in a labile state would weaken reconsolidation and aid recovery. It should be noted that playing Tetris has been shown to reduce the vivid, intrusive elements of a traumatic memory, but not of a declarative memory. As such, we expected that Tetris would not affect memory of the therapy sessions, or interfere with the clinical efficacy of EMDR. In addition, spatial memory training and video gaming have been linked to increases in hippocampal volume, and increases in hippocampal volume have been associated with improvements in memory and reductions in symptoms in PTSD. As such, we expected that Tetris would aid in recovery from PTSD by weakening the memory of the traumatic event, and by increasing hippocampal volume. We hypothesized that the Tetris group would show increases in hippocampal volume and reductions in symptoms — directly after completion of therapy and at follow-up.

    More at link.

    Saturday, December 3, 2022

    BLOG: Video gaming may be good for your brain

    Does your doctor have enough brain cells that function to extrapolate this to stroke survivors?

    BLOG: Video gaming may be good for your brain

    As someone who enjoys video games myself, I’ve always been a little skeptical of the conventional wisdom that playing video games has only negative cognitive and behavioral effects.

    To better evaluate the effects of gaming on cognition and brain activity, my colleagues and I studied a subset of participants from the Adolescent Brain Cognitive Development (ABCD) study, a long-term study of brain development and child health in which about 20,000 children from across the U.S. undergo brain imaging every 2 years through early adulthood.

    Video game player
    Video gamers were found to outperform non-gamers in cognitive tasks. Source: Adobe Stock
    Bader Chaarani, PhD
    Bader Chaarani

    Focusing on baseline data from 1,217 children aged 9 to 10 years, we compared brain imaging and cognitive performance on two tests of working memory and response inhibition in children who played at least 21 hours per week of video games (VG group) to those who played no video games (nonvideo gamers [NVG group]). All children underwent functional MRI (fMRI) testing while engaged in the two cognitive tasks.

    What we found may be surprising to any parent who has yelled at their children to get off the gaming system: The gamers outperformed the non-gamers in both cognitive tasks. The VG group had faster reaction times, indicating greater attention and control, than their NVG peers and they demonstrated less activation in the visual cortex on fMRI testing of blood oxygen level-dependent signals, which are a proxy for oxygen consumption in the brain.

    This indicates that the visual cortex was more efficient and required less power to perform the same tasks in the VG group compared with children who never played video games. A gamer needs to be aware of multiple visual stimuli at once and pay close attention to and quickly react to movement to succeed at fast-paced action games, so it makes sense that lots of practice at processing all those visual elements seems to make the visual system more efficient.

    The cognitive effects remained when we controlled for video watching, suggesting that the changes in brain activation we saw in the VG group are associated with active engagement with the video content, not merely passively watching television or YouTube videos. We also found that the observed effects held true for both sexes: That is, female VGs outperformed female NVGs, even though there were fewer female than male VGs in the study.

    The children self-reported the amount of time they spent on video gaming and other screen-time activities. While self-reporting is prone to error in any study population, children tend to be more honest than adults, and there is evidence that children’s self-reports of screen time are more accurate than their parents’ reports.

    Our study confirms the findings of smaller studies that had previously shown VGs are less susceptible to distracted attention. Does this mean that children should start gaming to improve their brains? Not at all. We still see higher mental health symptom scores among VGs than NVGs. And we don’t know yet whether the neuroimaging results translate into real-life outcomes. That is, do better working memory and more efficient visual processing lead to better grades or quality-of-life outcomes? We don’t know. To reach any conclusions on real-world effects, we need more data points as we track this cohort of children through early adulthood.

    Given the choice, physical activity should always be considered better than screen time of any sort for overall mental and physical health. But our study does suggest that video gaming — unlike other forms of screen time — is not necessarily bad for cognition.

    Reference:

    For more information:

    Bader Chaarani, PhD, has a doctoral degree in biomedical engineering and medical image processing in neurodegenerative diseases. He is assistant professor at the University of Vermont in Burlington, where he serves as a member of the IMAGEN consortium and co-investigator in the ABCD study, the largest neuroimaging and behavioral longitudinal study conducted in Europe and the U.S. His research involves examining the structural and functional neural correlates for psychiatric diseases, video gaming and youth substance use, as well as the application of machine-learning techniques to large data sets.

    Disclaimer: The views and opinions expressed in this blog are those of the authors and do not necessarily reflect the official policy or position of the Neuro-Optometric Rehabilitation Association unless otherwise noted. This blog is for informational purposes only and is not a substitute for the professional medical advice of a physician. NORA does not recommend or endorse any specific tests, physicians, products or procedures. For more on our website and online content, click here.