Gamification Elements in Digital Applications for the Evaluation and Cognitive Training of Older Adults

Rienzo, Antonio; Cubillos, Claudio; Soto, Gabriela; IEEE

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.

Más información

Título según WOS: ID WOS:000855764500117 Not found in local WOS DB
Título de la Revista: 2021 IEEE IFAC INTERNATIONAL CONFERENCE ON AUTOMATION/XXIV CONGRESS OF THE CHILEAN ASSOCIATION OF AUTOMATIC CONTROL (IEEE IFAC ICA - ACCA2021)
Editorial: IEEE
Fecha de publicación: 2021
DOI:

10.1109/ICAACCA51523.2021.9465207

Notas: ISI