| Literature DB >> 36203500 |
Sung-Jong Eun1, Eun Joung Kim2, Jung Yoon Kim3.
Abstract
Recently, cognitive serious games have successfully been employed to train cognitive abilities in elderly people with mild cognitive impairment, Alzheimer's disease, and related disorders. However, despite the continuous rehabilitation game design and its applications, the existing cognitive exercise games fall short of user interaction and personalized elements with regard to difficult levels, which leads to users leaving early and losing interests during the gameplay. In this regard, the purpose of the study was to design and develop the serious game inclusive of playful elements for user motivation, the web-based mobile application system for easy accessibility, and Artificial Intelligence- (AI-) based difficulty level adjustment system for prevention from earlier leaving out in the middle of the play so that the elderly users can feel entertaining and immersed into the cognitive game voluntarily. This study was designed as an eight-week pilot experiment with thirty-seven participants in their 60s to 80s for the game's usability assessment purpose. Results of the study showed that the AI-based cognitive exercise game was acceptable, interesting, and motivating for the elderly people and the test results before and after the eight-week training suggest a relationship between longer the training on the game and lower cognitive assessment scores including geriatric quality of life scale, geriatric depression scale, and Korean version of mini-mental state examination (MMSE). These correlations demonstrate the potential value of serious games in clinical assessment of cognitive status for the elderly users with varying cognitive ability. Based on these results, the elderly-centered serious game with playful element can be potentially used in clinical settings, allowing the cognitive training to be more enjoyable and more medically effective. Given these promising results, a more focused study can extend to the game system or additional game tools or features to be explored that solely target the elderly by applying AI and advanced visualization devices.Entities:
Mesh:
Year: 2022 PMID: 36203500 PMCID: PMC9532122 DOI: 10.1155/2022/4403976
Source DB: PubMed Journal: J Environ Public Health ISSN: 1687-9805
Serious game applications.
| Application | Purpose |
|---|---|
| Education | Aims for knowledge learning, language acquisition, and behavior training |
| Simulation | Aims to simulate real-world scenarios for the prevention of accidents or precautions against them |
| Advertising | Aims to create a demand for products or public awareness of the government policies |
| Leisure and sports | Aims to enjoy leisure and sports |
| Healthcare | Aims to enhance and manage physical and mental health |
Healthcare serious games in South Korea.
| Organization(product) | Purpose | How to play | |
|---|---|---|---|
| National Rehabilitation Center (kinect-based rehabilitation game) | Exercise therapy for musculoskeletal rehabilitation | Move the points displayed on the screen by hand, and the sounds from the musical instruments are produced |
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| Uniana (village that is getting into younger) | Cognitive training with visual and auditory signals | Use a button or touch screen by hand to move their fingers or hands |
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| Hoseo University (Paldogangsan) | Memory performance and physical training | Walk, sit, and exercise while looking at the screen with various sceneries |
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Four cognitive abilities and their definition.
| Domain | Definition | Target abilities | Brain areas |
|---|---|---|---|
| Attention | Ability to selectively concentrate on a discrete aspect of information and deal with it | Divided attention, attention, concentration, spatiotemporal processing | Posterior lobus parietalis, frontal lobe |
| Logic | Ability to think and decide in accordance with reasoning | Spatial interpretation, problem-solving ability, ability to make decision, visual calculation | Frontal lobe |
| Response time | Ability to react to a series of movements | Ability to perform, vision-movement coordination, response capability | Whole area in prefrontal lobe, specific area in prefrontal lobe |
| Memory | Ability to recollect trifles in daily life | Long term memory, location memory, short term memory, learning ability | Area of hippocampus, area of central diencephalon |
Flow-chart of the six drills in the cognitive game.
| Step | Training | Target abilities | How to play |
|---|---|---|---|
| 1 | Physical training | Hand tremor | To click/touch the numbers in order |
| 2 | Cognitive training | Memory | To memorize a card |
| 3 | Concentration | To find the same picture | |
| 4 | Vision training | To find a new object | |
| 5 | Recognition of icon images | To identify the meaning of an icon | |
| 6 | Graphic interpretation | To interpret the graphs and explain the key points on the graph |
6 cognitive exercise and each user interface.
| Domain | Drills | User interaction | User Interface |
|---|---|---|---|
| Attention | Concentration training | To find the same picture |
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| Logic | Identification training | To identify the meaning of an icon |
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| Interpretation training | To interpret the graph |
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| Response time | Vision adaptation training | To find a new object |
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| Touch training | To touch the numbers in order |
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| Memory | Memory training | To memorize the card |
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Web-based game development environment.
| Category | Program |
|---|---|
| Integrated development environment | Atom |
| Running environment | HTML5 browser |
| Equipment | PC and mobile device |
| Programming language | Typescript |
| BAAS | Firebase |
| Library | AngularJS, bootstrap, HammerJs, typescript |
Figure 1The final version of the designed cognitive drills.
Figure 2The basic RNN architecture.
Figure 3The entire network architecture according to time.
Adjustment elements according to user's performance.
| Mini games/drills | Screen | Adjustment elements |
|---|---|---|
| To find the same picture |
| Sample number, sample similarity |
| To identify the meaning of icon |
| Level of abstraction in icon, frequency of icon usage |
| To interpret the graph |
| Complexity of graph, the difficulty of question |
| To find a new object |
| The size of a new object |
| To touch the numbers in order |
| The size of number button |
| To memorize the card |
| Number of card-in-question |
Survey information.
| Subject | Older people in their 60s and 80s |
|---|---|
| Sample size | 37 persons |
| Survey method | Face to face survey |
| Statistics program | SPSS, editing-coding-key‧ in-programming |
| Survey period | (i) pre-investigation: 2 days (February 15th and 19th, 2019) |
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Survey participant's demographic information.
| Persons | Percent (%) | ||
|---|---|---|---|
| Total | (37) | 100.0 | |
| Gender | Male | (5) | 12.8 |
| Female | (32) | 87.2 | |
|
| |||
| Age | Under 70s | (7) | 17.9 |
| 70-74 | (14) | 35.9 | |
| 75-79 | (12) | 30.8 | |
| Over 80 | (4) | 15.4 | |
Survey results for the quality of life (before and after the cognitive exercise gameplay).
| Item | ( | ||
|---|---|---|---|
| Pre | Post | Difference | |
| Degree of pain and discomfort | 2.14 | 2.32 | 0.19 |
| Strength or energy | 2.32 | 2.46 | 0.14 |
| Sleep quality | 2.49 | 2.62 | 0.14 |
| Positive feeling (happiness, hope etc.) | 2.59 | 2.78 | 0.19 |
| Memory and concentration | 2.27 | 2.49 | 0.22 |
| Self-pride | 2.57 | 2.86 | 0.30 |
| Appearance | 2.30 | 2.46 | 0.16 |
| Negative feeling (depression, anxiety, despair etc.) | 2.49 | 2.89 | 0.41 |
| Ability to move | 2.49 | 2.81 | 0.32 |
| Ordinary activity | 2.62 | 2.92 | 0.30 |
| Ability to work | 2.41 | 2.62 | 0.22 |
| Family relationship and friendship | 2.86 | 3.05 | 0.19 |
| Social support and help | 2.51 | 2.78 | 0.27 |
| Sex life ( | 1.94 | 2.31 | 0.37 |
| Physical safety | 2.51 | 2.51 | 0.00 |
| The current living | 2.89 | 2.78 | -0.11 |
| Available money or financial condition | 2.70 | 2.62 | -0.08 |
| Public facilities (medical center and social welfare center) | 2.84 | 3.11 | 0.27 |
| New information or useful news for better living | 2.70 | 2.84 | 0.14 |
| Leisure activities and hobby | 2.95 | 3.24 | 0.30 |
| Living environment (climate, pollution, noise etc.) | 2.19 | 2.27 | 0.08 |
| Means of transportation | 2.78 | 2.89 | 0.11 |
| Personal faith or religious life | 2.89 | 3.08 | 0.19 |
| Overall health conditions | 2.19 | 2.41 | 0.22 |
| Overall quality of life | 2.62 | 2.86 | 0.24 |
∗p < 0.1, ∗∗p < 0.05, and ∗∗∗p < 0.01.
Survey results of geriatric depression (before and after cognitive exercise gameplay).
| Question | (by %) | |||
|---|---|---|---|---|
| Pre ( | Post ( | |||
| Yes | No | Yes | No | |
| Do you think that your current activities or enthusiasm decline significantly? | 35.9 | 64.1 | 32.4 | 67.6 |
| Do you feel your life is meaningless? | 10.3 | 89.7 | 10.8 | 89.2 |
| Do you often feel that your life is boring? | 25.6 | 74.4 | 8.1 | 91.9 |
| Do you usually feel pleasant? | 15.4 | 84.6 | 13.5 | 86.5 |
| Are you anxious about upcoming accidents? | 17.9 | 82.1 | 13.5 | 86.5 |
| Do you usually feel happy? | 20.5 | 79.5 | 16.2 | 83.8 |
| Do you often feel you have no hope? | 10.3 | 89.7 | 13.5 | 86.5 |
| Do you want to stay at home and feel reluctant to go out? | 5.1 | 94.9 | 10.8 | 89.2 |
| Do you feel your memory is inferior to that of your peers? | 25.6 | 74.4 | 18.9 | 81.1 |
| Do you think being alive is a joy? | 7.7 | 92.3 | 5.4 | 94.6 |
| Do you feel you are a worthless person? | 5.1 | 94.9 | 8.1 | 91.9 |
| Is your vigor good? | 33.3 | 66.7 | 32.4 | 67.6 |
| Do you feel your living has no hope? | 23.1 | 76.9 | 21.6 | 78.4 |
| Do you think your living status is worse than that of other people? | 5.1 | 94.9 | 2.7 | 97.3 |
Results of Korean version of MMSE for dementia screening (before and after cognitive exercise gameplay).
| ( | |||
|---|---|---|---|
| Pre-investigation | Post-investigation | Variation | |
| Total score | 4.81 | 5.05 | 0.24 |
∗p < 0.1, ∗∗p < 0.05, and ∗∗∗p < 0.01.
Results of Korean version of MMSE for dementia screening for each question (before and after cognitive exercise gameplay).
| Question | (by %) | |||||
|---|---|---|---|---|---|---|
| Pre ( | Post ( | |||||
| No | Sometimes (a little bit) | Frequently (a lot) | No | Sometimes (a little bit) | Frequently (a lot) | |
| I do not know what month is today and what day of the week today | 84.6 | 12.8 | 2.6 | 68.3 | 29.7 | 2.0 |
| I cannot find the things I left | 46.2 | 53.8 | 0.0 | 70.3 | 24.3 | 5.4 |
| I make a promise and often forget it | 79.5 | 20.5 | 0.0 | 70.3 | 29.7 | 0.0 |
| I often go for something but forget to bring it | 25.6 | 74.4 | 0.0 | 78.4 | 18.9 | 2.7 |
| I have a difficulty in telling the names of things or men | 38.5 | 59.0 | 2.6 | 24.3 | 73.0 | 2.7 |
| I repeat to ask because I fail to understand in the middle of the conversation | 46.2 | 51.3 | 2.6 | 29.7 | 67.6 | 2.7 |
| I have experience of losing my way or moving around | 84.6 | 15.4 | 0.0 | 62.2 | 37.8 | 0.0 |
| My calculation abilities have declined | 48.7 | 46.2 | 5.1 | 91.9 | 8.1 | 0.0 |
| My personality has changed | 59.0 | 35.9 | 5.1 | 37.8 | 51.4 | 10.8 |
| I become poor at arranging things at home | 89.7 | 10.3 | 0.0 | 94.6 | 5.4 | 0.0 |
| I am unable to select and wear clothes on my own suited for a situation | 94.9 | 5.1 | 0.0 | 83.8 | 16.2 | 0.0 |
| I have a difficulty in arriving at a destination by public transportation on my own | 94.9 | 5.1 | 0.0 | 100.0 | 0.0 | 0.0 |
| Even when my underwear or clothes get dirty, I am unwilling to change them | 94.9 | 2.6 | 2.6 | 100.0 | 0.0 | 0.0 |
Satisfaction survey.
| Question | (by points) |
|---|---|
| Yes ( | |
| Is training interesting? | 4.54 |
| Is instruction about how to train easy to understand? | 4.59 |
| Is training time adequate? | 4.59 |
| Do you think training difficulty level changes according to your performance? | 4.32 |
| Do you think icon training and graph training are helpful? | 4.49 |
| Do you think cognition training is helpful to advance your cognitive function? | 4.65 |
| Are you satisfied with the overall training? | 4.57 |
| Are you willing to recommend the training? | 4.62 |
| How difficult is the overall training? | 3.19 |
Improvement with regards to the game-based cognition training.
| Improvement | Case (person) | Rate (%) |
|---|---|---|
| I want to be informed about how to use a computer | 1 | 2.7 |
| I want more immediately recognizable icon images | 1 | 2.7 |
| The same image is repeated | 1 | 2.7 |
| I want to have more training time | 1 | 2.7 |
| Training questions are too simple | 1 | 2.7 |
| I need a more detailed description of difficult training | 1 | 2.7 |
| Changes are needed | 1 | 2.7 |
| There is nothing particular | 29 | 81.1 |
Performance results of the proposed cognitive game by each training.
| Play time | ( | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Number of people | Touch training | Concentration training | Memory training | Vision adaptation training | Icon training | Graph training | |||||||
| Average | Standard deviation | Average | Standard deviation | Average | Standard deviation | Average | Standard deviation | Average | Standard deviation | Average | Standard deviation | ||
| 1 | 32 | 6.00 | 0.00 | 5.31 | 0.95 | 4.72 | 1.18 | 5.53 | 0.71 | 3.13 | 1.56 | 4.25 | 1.06 |
| 2 | 37 | 5.95 | 0.22 | 4.89 | 0.97 | 4.58 | 1.21 | 5.08 | 0.98 | 2.61 | 1.33 | 5.13 | 1.08 |
| 3 | 37 | 5.78 | 0.74 | 5.03 | 0.97 | 4.70 | 1.21 | 5.46 | 0.79 | 3.65 | 1.49 | 5.08 | 1.17 |
| 4 | 36 | 5.89 | 0.39 | 4.83 | 1.09 | 4.61 | 1.25 | 5.36 | 0.92 | 3.86 | 1.32 | 5.31 | 0.94 |
| 5 | 31 | 5.90 | 0.39 | 5.00 | 1.02 | 4.45 | 1.27 | 5.71 | 0.45 | 3.35 | 1.38 | 5.35 | 0.82 |
| 6 | 35 | 5.97 | 0.17 | 5.06 | 0.92 | 4.89 | 1.14 | 5.60 | 0.68 | 3.94 | 1.66 | 5.31 | 0.82 |
| 7 | 32 | 5.94 | 0.24 | 5.03 | 1.05 | 4.41 | 1.22 | 5.66 | 0.54 | 4.19 | 1.21 | 5.44 | 0.83 |
| 8 | 34 | 5.94 | 0.24 | 5.21 | 0.76 | 4.82 | 1.07 | 5.82 | 0.38 | 3.97 | 1.36 | 5.41 | 0.84 |
| 9 | 32 | 5.94 | 0.24 | 5.03 | 1.05 | 4.69 | 1.04 | 5.66 | 0.59 | 4.06 | 1.22 | 5.22 | 1.36 |
| 10 | 34 | 6.00 | 0.00 | 5.29 | 0.75 | 4.71 | 1.20 | 5.91 | 0.28 | 4.35 | 1.13 | 5.41 | 1.09 |
| 11 | 36 | 5.97 | 0.16 | 5.03 | 1.01 | 4.64 | 1.06 | 5.64 | 0.58 | 4.61 | 1.03 | 5.47 | 0.87 |
| 12 | 34 | 5.91 | 0.28 | 5.15 | 0.84 | 4.94 | 1.00 | 5.79 | 0.53 | 4.47 | 1.24 | 5.35 | 0.90 |
| 13 | 37 | 6.00 | 0.00 | 5.11 | 0.92 | 5.16 | 0.89 | 5.86 | 0.34 | 4.76 | 1.00 | 5.65 | 0.58 |
| 14 | 35 | 5.91 | 0.28 | 5.23 | 0.83 | 4.86 | 1.07 | 5.80 | 0.40 | 4.91 | 0.87 | 5.54 | 0.73 |
| 15 | 33 | 6.00 | 0.00 | 5.27 | 0.79 | 5.09 | 0.83 | 5.79 | 0.41 | 4.61 | 1.20 | 5.45 | 0.74 |
| 16 | 32 | 5.91 | 0.29 | 5.09 | 0.88 | 5.00 | 0.90 | 5.75 | 0.66 | 4.34 | 0.89 | 5.38 | 1.22 |
| Total |
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Memory training-fixed effect estimation.
| Parameter | Estimation | Standard error |
| Significance probability | 95% confidence interval | |
|---|---|---|---|---|---|---|
| Lowest limit | Upper limit | |||||
| Intercept | 4.532 | 0.126 | 36.053 | .000 | 4.282 | 4.781 |
| Times | 0.026 | 0.009 | 2.764 | .006 | 0.007 | 0.044 |
Vision adaptation training-fixed effect estimation.
| Parameter | Estimation | Standard error |
| Significance probability | 95% confidence interval | |
|---|---|---|---|---|---|---|
| Lowest limit | Upper limit | |||||
| Intercept | 5.353 | 0.060 | 89.171 | .000 | 5.234 | 5.471 |
| Times | 0.034 | 0.006 | 5.941 | .000 | 0.023 | 0.045 |
Icon training-fixed effect estimation.
| Parameter | Estimation | Standard error |
| Significance probability | 95% confidence interval | |
|---|---|---|---|---|---|---|
| Lowest limit | Upper limit | |||||
| Intercept | 3.081 | 0.140 | 22.003 | .000 | 2.804 | 3.359 |
| Times | 0.113 | 0.011 | 10.419 | .000 | 0.092 | 0.134 |
Graph training-fixed effect estimation.
| Parameter | Estimation | Standard error |
| Significance probability | 95% confidence interval | |
|---|---|---|---|---|---|---|
| Lowest limit | Upper limit | |||||
| Intercept | 4.938 | 0.115 | 43.016 | .000 | 4.709 | 5.166 |
| Times | 0.042 | 0.008 | 5.423 | .000 | 0.027 | 0.057 |