Impact of smartphone games on cognitive function in patients with chronic schizophrenia and gender differences
10.11886/scjsws20250719001
- VernacularTitle:智能手机游戏对慢性精神分裂症患者认知功能的影响及性别差异
- Author:
Shipan MIAO
1
;
Jun LI
1
;
Qianqian WANG
2
;
Suqi SONG
1
;
Kai ZHANG
1
Author Information
1. Chaohu Hospital Affiliated to Anhui Medical University, Hefei 238000, China
2. School of Mental Health and Psychological Sciences, Anhui Medical University, Hefei 238000, China
- Publication Type:Journal Article
- Keywords:
Schizophrenia;
Smartphone games;
Cognitive function;
Gender differences;
Immediate memory
- From:
Sichuan Mental Health
2026;39(1):44-49
- CountryChina
- Language:Chinese
-
Abstract:
BackgroundPatients with chronic schizophrenia often suffer from cognitive impairment. Traditional cognitive rehabilitation training has problems such as a single form and poor compliance, making it urgent to develop new cognitive intervention methods. ObjectiveTo explore the intervention effect of smartphone games on the cognitive function of patients with chronic schizophrenia, and to analyze the differences in cognitive function improvement between patients of different genders, in order to provide references for the cognitive function intervention of these patients. MethodsThis study was a prospective cohort study. A total of 30 patients who were hospitalized in the Psychiatry Department of Chaohu Hospital Affiliated to Anhui Medical University from March to October 2021, met the diagnostic criteria for schizophrenia as defined in the International Classification of Diseases, tenth edition (ICD-10), and had a disease duration of above 5 years, were selected as the research subjects. All patients received smartphone game intervention for 12 weeks, 5 times a week, each session lasting 1 hour, in addition to conventional antipsychotic drug treatment. At the baseline and at 3, 6, 9, and 12 weeks of the intervention, the cognitive function was evaluated using the Repeatable Battery for the Assessment of Neuropsychological Status (RBANS), the Positive and Negative Syndrome Scale (PANSS) was used to assess mental symptoms, and the Problematic Mobile Gaming Questionnaire (PMGQ) was used to assess addiction symptoms. ResultsA total of 26 patients (86.67%) completed the study, including 13 females and 13 males. The time effects, group effects, and interaction effect between time and group for the immediate memory factor score of RBANS in the female group and the male group were all statistically significant (F=36.682, 5.712, 3.090, P<0.05 or 0.01), and the time effects and group effects for the verbal and delayed memory factors as well as the total score in both groups were also statistically significant (F=3.841, 6.149, 15.372, P<0.05 or 0.01). The time effects and group effects of the total score of PANSS in both groups had no statistical significance (F=2.041, 0.623, P>0.05 for both), and the interaction effect between time and group was statistically significant (F=5.728, P<0.01). The time effects, group effects, and interaction effect of the total score of PMGQ in both groups were all without statistical significance (F=2.672, 0.166, 0.642, P>0.05 for both). ConclusionSmartphone game intervention may help improve the cognitive function of patients with chronic schizophrenia (especially immediate memory, verbal function, and delayed memory), and the benefits are greater for female patients. The smartphone game intervention did not induce game addiction, but no significant improvement in psychotic symptoms was observed. [Funded by Excellent Young Talents Support Program of Anhui Provincial Department of Education (number, gxyqZD2022022); www.chictr.org.cn number, ChiCTR2100044113]