2014
DOI: 10.1108/jat-12-2013-0033
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Cognitive mobile games for memory impaired older adults

Abstract: Purpose – Cognitive self-rehabilitation lacks updated means and tools. The purpose of this paper is to evaluate the effect of cognitively simulating mobile games on the cognitive skills and recreation of older people with memory impairment. Design/methodology/approach – Mobile games that require cognitive skills were developed. The games were tested by memory-impaired older adults, average age of 90. Gaming interventions took place for t… Show more

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Cited by 20 publications
(16 citation statements)
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“…The two simple mobile games used in this study were originally developed in Finland, by a multidisciplinary team including game designers, programmers, usability experts and memory rehabilitation professionals, as well as elderly test users. As the games are described in more detail in another article [17], only a brief description is given in this article to help the reader to understand the results.…”
Section: Research Methods and Test Set-upmentioning
confidence: 99%
See 3 more Smart Citations
“…The two simple mobile games used in this study were originally developed in Finland, by a multidisciplinary team including game designers, programmers, usability experts and memory rehabilitation professionals, as well as elderly test users. As the games are described in more detail in another article [17], only a brief description is given in this article to help the reader to understand the results.…”
Section: Research Methods and Test Set-upmentioning
confidence: 99%
“…The authors of the Finnish study presented the Finnish game trial [17], in which the same serious games were played five minutes of each game daily for three months, after which the gaming progress was investigated. The participants were 10 elderly individuals (male and female), with an average age of 90, living in an elderly care home in Pori, Finland.…”
Section: Gaming Service Modelsmentioning
confidence: 99%
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“…Uno de los principales objetivos de Stimulus PRO es el de potenciar la presencia de la tecnología en el campo de la estimulación cognitiva en relación a terapias no farmacológicas, trata de complementar las terapias tradicionales realizadas con lápiz, papel y fichas, las nuevas tecnologías permiten desarrollar técnicas que favorecen tanto la intervención como el seguimiento y la motivación de los pacientes. Los soportes digitales permiten una mayor interacción, proporcionan más dinamismo a la hora de configurar y manipular la dificultad de las tareas, ofrecen la información de manera inmediata y de un modo atractivo, y las correcciones se hacen de forma automática, todo esto hace que el paciente perciba la realización de los entrenamientos como algo lúdico y divertido, impactando directamente en los resultados, que suelen ser mejores que con lápiz y papel (Kaci Fairchild & Scogin, 2010;Merilampi, Sirkka, Leino, Koivisto, & Finn, 2014;Polzer & Gewald, 2017).…”
Section: Programa Gradior 42unclassified