Gamification Elements in Digital Applications for the Evaluation and Cognitive Training of Older Adults

A. Rienzo, Claudio Cubillos, G. Soto
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Abstract

It has been suggested that gamification is being applied in various types of disciplines, that a growing area of research is the use of digital applications (games), for the evaluation and training of the cognitive abilities of the elderly. The work presents a synthesis of the results of the case studies of researchers who propose that gamification and serious games can be used for the evaluation, diagnosis and timely detection of cognitive impairment in older adults, and their subsequent stimulation and training for improve the cognitive abilities of these people. Technological solutions that have been implemented through mobile applications, web games, virtual reality and serious games are presented. The main components of gamification are analyzed to assess certain skills. The main aspects that should be considered in the design of a cognitive training game are also presented.
游戏化元素在老年人评估和认知训练中的数字应用
有人认为,游戏化正在应用于各种类型的学科,越来越多的研究领域是使用数字应用程序(游戏)来评估和训练老年人的认知能力。研究人员提出,游戏化和严肃游戏可以用于评估、诊断和及时检测老年人的认知障碍,以及随后的刺激和训练,以提高这些人的认知能力,这项工作综合了研究人员的案例研究结果。介绍了通过移动应用程序、网页游戏、虚拟现实和严肃游戏实施的技术解决方案。分析游戏化的主要组成部分,以评估某些技能。本文还提出了设计认知训练游戏时应考虑的主要方面。
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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