TY - GEN
T1 - Gamification elements in digital applications for the evaluation and cognitive training of older adults
AU - Rienzo, Antonio
AU - Cubillos, Claudio
AU - Soto, Gabriela
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/3/22
Y1 - 2021/3/22
N2 - It has been suggested that gamification is being applied in various types of disciplines, that a growing area of research is the use of digital applications (games), for the evaluation and training of the cognitive abilities of the elderly. The work presents a synthesis of the results of the case studies of researchers who propose that gamification and serious games can be used for the evaluation, diagnosis and timely detection of cognitive impairment in older adults, and their subsequent stimulation and training for improve the cognitive abilities of these people. Technological solutions that have been implemented through mobile applications, web games, virtual reality and serious games are presented. The main components of gamification are analyzed to assess certain skills. The main aspects that should be considered in the design of a cognitive training game are also presented.
AB - It has been suggested that gamification is being applied in various types of disciplines, that a growing area of research is the use of digital applications (games), for the evaluation and training of the cognitive abilities of the elderly. The work presents a synthesis of the results of the case studies of researchers who propose that gamification and serious games can be used for the evaluation, diagnosis and timely detection of cognitive impairment in older adults, and their subsequent stimulation and training for improve the cognitive abilities of these people. Technological solutions that have been implemented through mobile applications, web games, virtual reality and serious games are presented. The main components of gamification are analyzed to assess certain skills. The main aspects that should be considered in the design of a cognitive training game are also presented.
KW - Cognitive skills
KW - Gamification
KW - Older adults
KW - Serious games
UR - http://www.scopus.com/inward/record.url?scp=85114200085&partnerID=8YFLogxK
U2 - 10.1109/ICAACCA51523.2021.9465207
DO - 10.1109/ICAACCA51523.2021.9465207
M3 - Conference contribution
AN - SCOPUS:85114200085
T3 - 2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021
BT - 2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021
Y2 - 22 March 2021 through 26 March 2021
ER -