Developing a ludic framework for counteracting interventions for dementia: A narrative and analytic review

R. Innamuri, Aditya Deshbandhu, D. Kattula
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引用次数: 2

Abstract

As the field of medicine tries to tap into various facets of gamification, the potential of video games and gaming-based interventions has become a hotbed of interesting activity in the Dementia circles of medical research. This paper, exploratory in nature is a bid to find common grounds for the fields of neurosciences, psychology, and psychiatry with the sub-field of ludology in a hope to find unique insights from the benefits of interdisciplinary research and extrapolating findings from gaming addiction.From the perspective of game studies, the paper will draw from elements of concepts like flow, immersion and engagement in a bid to understand the various tools that can be of use if people ailing from neurocognitive disorders were to engage in gaming activity. This paper will lay the framework that will enable the beginning of a matching gaming exercises based on cognitive deficits and psychological profiling of clients diagnosed with neurocognitive disorders and advance the fields of neurosciences and psychology.By combining the findings from existing studies and original work this paper will propose both a means to study the possible effects of gaming-based interventions and suggest ways to streamline and optimize the use of gamification in patient care.
发展对抗痴呆干预的滑稽框架:叙述和分析回顾
随着医学领域试图挖掘游戏化的各个方面,电子游戏和基于游戏的干预的潜力已经成为痴呆症医学研究圈中有趣活动的温床。这篇探索性的论文是为了寻找神经科学、心理学和精神病学领域与游戏学子领域的共同点,希望从跨学科研究的好处中找到独特的见解,并从游戏成瘾中推断出结果。从游戏研究的角度来看,本文将从心流、沉浸感和粘性等概念中汲取元素,以了解如果患有神经认知障碍的人参与游戏活动,可以使用的各种工具。本文将奠定一个框架,使基于认知缺陷和诊断为神经认知障碍的客户的心理分析的匹配游戏练习的开始成为可能,并推动神经科学和心理学领域的发展。通过结合现有研究和原始工作的发现,本文将提出一种研究基于游戏的干预措施可能产生的影响的方法,并提出简化和优化游戏化在患者护理中的使用的方法。
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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