Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland

The aging population is resulting in a worldwide rising prevalence of individuals experiencing cognitive decline, whether it be normal age-related changes or pathological conditions. Game-based training in the form of serious games represents an alternative way to enhance cognitive functions among older people. We developed a set of games to train multiple cognitive functions of seniors, considering that their level of digital literacy can vary greatly. A participatory approach has been applied to the development process, involving a multidisciplinary research team and older people. Interviews, usability tests, and a workshop were run with ten seniors (70+) in Southern Switzerland to explore accessibility, usability, and preferences. This paper presents the development process and the games created. Six different games were designed to stimulate multiple cognitive functionalities (e.g., cognitive flexibility, attentiveness, and memory). The serious games run on a tablet. Following Laamarti’s classification, we developed the games to be applied in well-being and health areas, requiring mainly mental activities through visual modalities, played through a touchscreen in a 2D digital environment. Participants appreciated the experience and the challenges provided by the games, understanding the broader aim (cognitive functions training) and the rules, and could complete the required tasks. Feedback was provided on graphical elements (icons and colours), as well as with suggestions for improvements. The tablet appeared to be functional and relatively easy to use, even for first timers. The promising results of this participatory study pave the way for the follow-up phase of the project, which will gather data on the usage of the application and its effectiveness with a greater number of subjects.

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Publication Details

Journal
European Conference on Games Based Learning
Published
2024-10-07
DOI
https://doi.org/10.34190/ecgbl.18.1.2683
Citations
2
Primary Topic
Cognitive Abilities and Testing
Type
article
Field-Weighted Citation Impact
0.84
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article

Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland

Sara Levati, Lucia Morellini, Alessandro Puiatti, Masiar Babazadeh et al.
2 citations
European Conference on Games Based Learning
Cognitive Abilities and Testing
0.84
article

Game-based Training of Cognitive Functions: An Exploratory Study Involving Seniors in Switzerland

Sara Levati, Lucia Morellini, Alessandro Puiatti, Masiar Babazadeh, Massimo Bortolamei, Jessica Demarchi, Matteo Metaldi
article en
2 citations

Abstract

The aging population is resulting in a worldwide rising prevalence of individuals experiencing cognitive decline, whether it be normal age-related changes or pathological conditions. Game-based training in the form of serious games represents an alternative way to enhance cognitive functions among older people. We developed a set of games to train multiple cognitive functions of seniors, considering that their level of digital literacy can vary greatly. A participatory approach has been applied to the development process, involving a multidisciplinary research team and older people. Interviews, usability tests, and a workshop were run with ten seniors (70+) in Southern Switzerland to explore accessibility, usability, and preferences. This paper presents the development process and the games created. Six different games were designed to stimulate multiple cognitive functionalities (e.g., cognitive flexibility, attentiveness, and memory). The serious games run on a tablet. Following Laamarti’s classification, we developed the games to be applied in well-being and health areas, requiring mainly mental activities through visual modalities, played through a touchscreen in a 2D digital environment. Participants appreciated the experience and the challenges provided by the games, understanding the broader aim (cognitive functions training) and the rules, and could complete the required tasks. Feedback was provided on graphical elements (icons and colours), as well as with suggestions for improvements. The tablet appeared to be functional and relatively easy to use, even for first timers. The promising results of this participatory study pave the way for the follow-up phase of the project, which will gather data on the usage of the application and its effectiveness with a greater number of subjects.

European Conference on Games Based LearningVol. 18(1)
University of Applied Sciences and Arts of Southern Switzerland (CH), Ente Ospedaliero Cantonale (CH)
Quality Education
Openalex Percentile: Top 26%
Cognitive Abilities and Testing
0.84
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