Interactive computer-training as a therapeutic tool in XXXX .

@entity1 @entity73 @entity308 @entity195
The current study sought to evaluate a novel kind of @entity73 ( @entity73 ) in @entity195 ( @entity195 ). @entity195 @entity1 (N = 9), age- and gender-matched @entity1 with a major @entity308 (N = 9), and healthy control subjects (N = 10) were trained to use an @entity73 program that relates to activities of daily living (ADL). Digital photographs of a shopping route were implemented in a close-to-reality simulation on a computer touch-screen. The task was to find a predefined shopping route, to buy three items, and to answer correctly 10 multiple-choice questions addressing knowledge related to the virtual tasks. Training performance was rated using the number of mistakes (wrong way), time needed for the tasks, number of correct multiple-choice answers, and of repeat of instruction. Compared to normal controls and @entity308 @entity1 , @entity195 @entity1 performed significantly worse with regard to all variables. Within a 4-week training period including 12 sessions, however, substantial training gains were observed, including a significant reduction of mistakes. Training effects were sustained until follow-up 3 weeks later. The performance of the @entity308 @entity1 and the normal controls improved as well, with no difference between the two groups. Self-reported effects revealed that the training was well perceived. Thus, the task performance of @entity195 @entity1 improved substantially and subjects appeared to have liked this approach to @entity73 . New interactive media, therefore, may yield interesting opportunities for rehabilitation and (psycho)therapeutic interventions.
