Gamification elements in digital applications for the evaluation and cognitive training of older adults

Antonio Rienzo, Claudio Cubillos, Gabriela Soto

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.

Original languageEnglish
Title of host publication2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021
PublisherInstitute of Electrical and Electronics Engineers Inc.
ISBN (Electronic)9781665401272
DOIs
StatePublished - 22 Mar 2021
Externally publishedYes
Event2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021 - Valparaiso, Chile
Duration: 22 Mar 202126 Mar 2021

Publication series

Name2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021

Conference

Conference2021 IEEE International Conference on Automation/24th Congress of the Chilean Association of Automatic Control, ICA-ACCA 2021
Country/TerritoryChile
CityValparaiso
Period22/03/2126/03/21

Keywords

  • Cognitive skills
  • Gamification
  • Older adults
  • Serious games

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