@inproceedings{40e8ea7e709a4b4aa18607d7e6c23776,
title = "Gamification elements in digital applications for the evaluation and cognitive training of older adults",
abstract = "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. ",
keywords = "Cognitive skills, Gamification, Older adults, Serious games",
author = "Antonio Rienzo and Claudio Cubillos and Gabriela Soto",
note = "Publisher Copyright: {\textcopyright} 2021 IEEE.; null ; Conference date: 22-03-2021 Through 26-03-2021",
year = "2021",
month = mar,
day = "22",
doi = "10.1109/ICAACCA51523.2021.9465207",
language = "English",
series = "2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021",
publisher = "Institute of Electrical and Electronics Engineers Inc.",
booktitle = "2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021",
}