Developing MMSE-Based Serious Games to Enhance Cognitive Function in the Elderly: An Exploratory Study

As the aging population grows rapidly and the number of individuals with dementia continues to increase, early screening and preventive cognitive training have become increasingly important.The Mini-Mental State Examination (MMSE), the most widely used dementia screening tool, assesses five core cognitive domains: orientation, language, attention/concentration, memory, and executive function.This study presents the design and implementation of a cognitive-enhancement serious game in which each of the five MMSE cognitive domains maps primarily to a single game, rather than having one game stimulate multiple domains simultaneously, as in most prior studies.Specifically, a scenario-based rehabilitation game trains place orientation through an entry-point question about the user's current location; a crossword puzzle trains both time orientation, through an entry-point date question, and language ability, through hint-based word retrieval; a garden-decoration game based on tangram pieces trains concentration and visuoconstructional ability; a food-matching memory game trains registration and recall; and a fly-catching reaction game trains executive function and processing speed.Each game's design is grounded in prior empirical studies specific to its cognitive domain, reviewed in the theoretical background.This primary-domain mapping structure (with the crossword puzzle additionally combining a secondary, entry-point orientation question) is expected to allow future research to measure and verify the training effect of each cognitive domain independently.

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Publication Details

Journal
Asia-pacific Journal of Convergent Research Interchange
Published
2026-10-29
DOI
https://doi.org/10.47116/apjcri.2026.10.79
Primary Topic
Educational Games and Gamification
Type
article
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article

Developing MMSE-Based Serious Games to Enhance Cognitive Function in the Elderly: An Exploratory Study

Jeong Heon JC Chang, Beomyoun Jeong, MyoungHwan Shin, Chanheum Park et al.
1 links
Asia-pacific Journal of Convergent Research Interchange
Educational Games and Gamification
article

Developing MMSE-Based Serious Games to Enhance Cognitive Function in the Elderly: An Exploratory Study

Jeong Heon JC Chang, Beomyoun Jeong, MyoungHwan Shin, Chanheum Park, Jin Hun Park
article en

Abstract

As the aging population grows rapidly and the number of individuals with dementia continues to increase, early screening and preventive cognitive training have become increasingly important.The Mini-Mental State Examination (MMSE), the most widely used dementia screening tool, assesses five core cognitive domains: orientation, language, attention/concentration, memory, and executive function.This study presents the design and implementation of a cognitive-enhancement serious game in which each of the five MMSE cognitive domains maps primarily to a single game, rather than having one game stimulate multiple domains simultaneously, as in most prior studies.Specifically, a scenario-based rehabilitation game trains place orientation through an entry-point question about the user's current location; a crossword puzzle trains both time orientation, through an entry-point date question, and language ability, through hint-based word retrieval; a garden-decoration game based on tangram pieces trains concentration and visuoconstructional ability; a food-matching memory game trains registration and recall; and a fly-catching reaction game trains executive function and processing speed.Each game's design is grounded in prior empirical studies specific to its cognitive domain, reviewed in the theoretical background.This primary-domain mapping structure (with the crossword puzzle additionally combining a secondary, entry-point orientation question) is expected to allow future research to measure and verify the training effect of each cognitive domain independently.

Asia-pacific Journal of Convergent Research InterchangeVol. 12(10)
CHA University (KR), Dankook University (KR)
Good health and well-being
Openalex Percentile: Top 5%
Educational Games and Gamification
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