2016
DOI: 10.1089/g4h.2015.0107
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Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players

Abstract: The study shows that Smartkuber is a promising tool for cognitive health screening, providing an entertaining and motivating gaming experience to elderly players. Limitations of the study and future directions are discussed.

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Cited by 47 publications
(33 citation statements)
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“…In this context, ICT solutions have been reported as promising [129, 130] and exergames lend themselves to personalization of interventions [131]. Various ICT based solutions for optimised tailoring of exercise interventions have been proposed to support not only people with dementia but also their families and caregivers [132, 133]. Video game play-driven physical activities require mental engagement and would, thus, be in line with recommendations of the Global Council on Brain Health [134].…”
Section: Personalized Ict Interventions For Active Ageingmentioning
confidence: 99%
“…In this context, ICT solutions have been reported as promising [129, 130] and exergames lend themselves to personalization of interventions [131]. Various ICT based solutions for optimised tailoring of exercise interventions have been proposed to support not only people with dementia but also their families and caregivers [132, 133]. Video game play-driven physical activities require mental engagement and would, thus, be in line with recommendations of the Global Council on Brain Health [134].…”
Section: Personalized Ict Interventions For Active Ageingmentioning
confidence: 99%
“…In addition, we tested the association between serious games performances and cognitive abilities on a very numerous sample of over 50 adults. Many studies indeed in the existing literature had smaller sample size and should be considered only preliminary with respect to the validation of these platforms (e.g., McGee et al, 2000 ; Boletsis and McCallum, 2016 ; Oliveira et al, 2016 ; Vallejo et al, 2017 ).…”
Section: Discussionmentioning
confidence: 99%
“…For instance, McGee et al ( 2000 ) developed a virtual environment version of the Morris Water Task—in which participants navigated in a virtual water pool—and tested its ability in assessing visuospatial mechanisms in a sample of 30 older adults aged between 65 and 92 years old. Recently Boletsis and McCallum ( 2016 ) verified the association between a SG called Smartkuber—consisting in a collection of cognitive mini-games in augmented reality—and standard cognitive assessments in a sample of 13 older adults. Another virtual environment platform for cognitive assessment was the ECO-VR (Oliveira et al, 2016 ), which consisted in performing several real-word activities, such as listening to a message on the answering machine, and that was tested for correlations with standard neuropsychological assessments in a series of pilot studies involving a sample of 37 older adults.…”
Section: Introductionmentioning
confidence: 99%
“…This approach, followed in Johnsen et al [19], is structured as a set of representative measures: Across-model domain function saturation, within-model domain function saturation, learnability, efficiency, error prevention and recovery, and user impression of how useful, usable, and likable the system is. Another interesting proposal in this line is the System Usability Scale (SUS) in Brooke [25], which is followed in Lorenzini et al [23], Boletsis and McCallum [29], and Vallejo et al [30].…”
Section: Canals Font Minguell and Regàs [27]mentioning
confidence: 99%