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Game features of cognitive training

Craven, Michael P.; Fabricatore, Carlo

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Authors

Carlo Fabricatore



Abstract

Cognitive training aimed at older adults is introduced and the issues of engagement and adhesion are discussed. Two examples of ‘brain training’ games are analysed, one with a health (non-leisure) focus that is currently being deployed in a clinical trial (Protect Brain Training Study) and the other focussed on leisure that is available on a consumer games console (Big Brain Academy for Wii). Both are based on a set of mini-games which are aimed at training and/or testing reasoning, planning, concentration, identification, maths, visuospatial and memory skills. The game mechanics of the two examples are analysed in detail, summarised and discussed. The paper concludes with an outline of the future research direction.

Citation

Craven, M. P., & Fabricatore, C. (2016). Game features of cognitive training. In 2016 International Conference on Interactive Technologies and Games (ITAG)

Conference Name International Conference on Interactive Technologies and Games (ITAG) 2016
Conference Location Nottingham, UK
Start Date Oct 26, 2016
End Date Oct 27, 2016
Acceptance Date Jul 13, 2016
Publication Date Dec 15, 2016
Deposit Date Feb 6, 2017
Publicly Available Date Feb 6, 2017
Peer Reviewed Peer Reviewed
Book Title 2016 International Conference on Interactive Technologies and Games (ITAG)
ISBN 978-1-5090-3739-1
Keywords cognitive training, healthy older adult, dementia, cognitive health intervention, serious game, content analysis
Public URL https://nottingham-repository.worktribe.com/output/833269
Publisher URL http://ieeexplore.ieee.org/document/7782513/

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