On the basis of this experiment we believe that 3D gamified simulations can be efficient tools to train social and professional skills of persons with intellectual disabilities contributing thus to foster their social inclusion through work.
We describe the Smart Ageing, a serious game in a 3D virtual environment aimed at the early detection of Mild Cognitive\ud
Impairments in persons ageing between 50 and 60, and at assessing cognitive impairments in persons already diagnosed\ud
or having neurodegenerative dementia. Smart Ageing is a telematic system in which users realize a set of screening\ud
tests structured in five daily-life tasks in a familiar environment addressing various cognitive skills: memory, executive\ud
functions, divided attention, short-term and long-term memory and spatial orientation and attention. The game\ud
integrates novel accessibility features to make it usable by seniors. Several indexes of evaluation are registered while\ud
users perform the test, that provide a complete picture of the user's behavior during the game. The design and implementation of the game has been realized following a usercentered agile methodology that has allowed to reine the tasks and enhance the technology throughout the development stage. The game is currently in a validation stage on a sample of 1000 users. The results of the electronic test are been compared to standard pen-based tests. We except that the validation will confirm Smart Ageing as a powerful screening tool for the early detection of cognitive impairments on a wide scale, otherwise impossible using the traditional pen-based test.Postprint (published version
This paper describes IntegraGame a game for professional training and social empowerment of persons with intellectual disabilities. The game was designed based on a real case of professional integration, the InOut hostel near Barcelona, in which 90% of the personal has a disability. Integragame reproduces in 3D as realistically as possible the real hostel and presents several tasks to train cleaning procedures, vocabulary and social behavior. The game is adapted to a wide range of intellectual disability: it provides automatic navigation, uses verbal instructions and different types of visual assistance and feedback. It has been designed in narrow collaboration with educators and managers. It has been tested by users throughout its development and evaluated with a group of students with ID. The results are positive showing that students could use the game, had fun with it and learned from it.
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