Aniek Wols

108 Chapter 2 Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Loewy et al. 2016 USA Adolescents and young adults at clinical high risk for psychosis 83 50.6 18.15 (3.75) 12-30 years 1. Computerised cognitive training of auditory processing and verbal learning; training exercises from Posit Science Corporation (applied game) + TAU. 2. Commercial computer games (casual games) + TAU. 2. Participants rotated through a series of 16 commercially available computer games Both conditions: Participants were asked to train/ play for 40 hours in total (one hour per day, 5 days per week, for 8 weeks). In addition, participants were contacted 1–2 times per week to discuss progress, and after every 10 sessions a ‘check-in’ in-person appointment with coaching was provided. While in the trial, participants received treatment by outside providers or clinic personnel not involved in the study. Pre and post. Global cognition, speed of processing, working memory, verbal learning, verbal memory, visual learning and memory, problem solving, symptoms, functioning; attrition, hours of training completed, training evaluation. Participants in the auditory training group showed a significant improvement in verbal memory compared to participants in the computer games group. Positive and Total symptoms improved in both groups over time. Piskulic et al. 2015 Canada Individuals at clinical high risk of psychosis 43*b 65.6 18.75 (4.92) 14-35 years 1. Brain Fitness Program (applied game). 2. Commercial computer games (casual games). 2. Participants in the control group rotated through a series of 16 commercially available computer games, playing 4-5 games per training day. Both conditions: Participants were expected to train/play for forty hours in total (one hour per day, 4 days per week, over a period of 10-12 weeks). Pre, post, and 6-months FU (i.e., 9 months post-baseline). Cognition: speed of processing, attention/vigilance, working memory, verbal learning, visual learning, reasoning and problem solving; global functioning; training activity/ progress, attrition. No differences in cognition between the two groups at any timepoint. For the experimental group, however, there was a trend towards improvement in speed of processing between baseline and FU, and between post and FU. A significant improvement in social cognition was found between baseline and FU. In the commercial game group, there were significant improvements in working memory between post and FU.

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