Developing a serious game for cognitive assessment: choosing settings and measuring performance

Tiffany Tong, M. Chignell
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引用次数: 48

Abstract

Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.
开发一个严肃的认知评估游戏:选择设置和衡量表现
游戏化和严肃游戏在训练、健康和其他应用中变得越来越重要。如何为老年人等非传统游戏人群开发游戏,如何将游戏应用于认知评估等非传统领域?我们感兴趣的应用是检测老年人的认知障碍。游戏化认知评估可能有用的示例用例有:预测急诊科和术后医院病房的谵妄发作风险;脑卒中患者神经康复的评价在长期护理中监测从轻度认知障碍到痴呆的转变。随着许多国家认知障碍的迅速增加,需要对大量人群持续使用廉价的认知状况测量方法。为了应对这一挑战,我们开发了一种新的基于游戏的认知评估方法。在本文中,我们将呈现一项针对游戏的可用性研究的结果,该研究旨在测量认知状态的变化。我们报告了游戏在不同游戏参数下预测认知状态的能力,并介绍了一种考虑速度、准确性和运动协调差异的校准游戏的方法。对认知评估严肃游戏的发展提出了建议,并对未来打地鼠游戏的发展提出了详细建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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