Literature DB >> 27192473

Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players.

Costas Boletsis1, Simon McCallum1.   

Abstract

OBJECTIVE: The goal of this study was to design and develop a serious game for cognitive health screening of the elderly, namely Smartkuber, and evaluate its construct, criteria (concurrent and predictive), and content validity, assessing its relationship with the Montreal Cognitive Assessment (MoCA) test. Furthermore, the study aims to evaluate the elderly players' game experience with Smartkuber. SUBJECTS AND METHODS: Thirteen older adults were enrolled in the study. The game was designed and developed by a multidisciplinary team. The study follows a mixed methodological approach, utilizing the In-Game Experience Questionnaire to assess the players' game experience and a correlational study, to examine the relationship between the Smartkuber and MoCA scores. The learning effect is also examined by comparing the mean game scores of the first and last game sessions of each player (Delta scores).
RESULTS: All 13 participants (mean age: 68.69, SD: 7.24) successfully completed the study. Smartkuber demonstrated high concurrent validity with the MoCA test (r = 0.81, P = 0.001) and satisfying levels of predictive and content validity. The Delta scores showed no statistically significant differences in scoring, thus indicating no learning effects during the Smartkuber game sessions.
CONCLUSIONS: 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.

Entities:  

Mesh:

Year:  2016        PMID: 27192473     DOI: 10.1089/g4h.2015.0107

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  5 in total

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Authors:  Sara Bottiroli; Cristina Tassorelli; Marialisa Lamonica; Chiara Zucchella; Elena Cavallini; Sara Bernini; Elena Sinforiani; Stefania Pazzi; Paolo Cristiani; Tomaso Vecchi; Daniela Tost; Giorgio Sandrini
Journal:  Front Aging Neurosci       Date:  2017-11-21       Impact factor: 5.750

2.  Using Geocaching to Promote Active Aging: Qualitative Study.

Authors:  Silvia Fornasini; Marco Dianti; Alessandro Bacchiega; Stefano Forti; Diego Conforti
Journal:  J Med Internet Res       Date:  2020-06-11       Impact factor: 5.428

3.  Game Experience and Learning Effects of a Scoring-Based Mechanic for Logistical Aspects of Pediatric Emergency Medicine: Development and Feasibility Study.

Authors:  Cevin Zhang; Jannicke Baalsrud Hauge; Karin Pukk Härenstam; Sebastiaan Meijer
Journal:  JMIR Serious Games       Date:  2021-03-11       Impact factor: 4.143

4.  Use of nonintrusive sensor-based information and communication technology for real-world evidence for clinical trials in dementia.

Authors:  Stefan Teipel; Alexandra König; Jesse Hoey; Jeff Kaye; Frank Krüger; Julie M Robillard; Thomas Kirste; Claudio Babiloni
Journal:  Alzheimers Dement       Date:  2018-06-21       Impact factor: 21.566

5.  A Serious Game-Derived Index for Detecting Children With Heterogeneous Developmental Disabilities: Randomized Controlled Trial.

Authors:  Changbae Bang; Yelin Nam; Eun Jae Ko; Wooseong Lee; Byungjae Kim; Yejin Choi; Yu Rang Park
Journal:  JMIR Serious Games       Date:  2019-10-24       Impact factor: 4.143

  5 in total

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