Game Features of Cognitive Training

Michael P. Craven, Carlo Fabricatore

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.
LanguageEnglish
Title of host publicationProceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages42-49
Number of pages8
ISBN (Electronic)9781509037384
ISBN (Print)9781509037391
DOIs
Publication statusPublished - 13 Dec 2016
Event9th International Conference on Interactive Technologies and Games - Nottingham, United Kingdom
Duration: 26 Oct 201627 Oct 2016
Conference number: 9

Conference

Conference9th International Conference on Interactive Technologies and Games
Abbreviated titleiTAG 2016
CountryUnited Kingdom
CityNottingham
Period26/10/1627/10/16

Fingerprint

Brain
brain
Mechanics
Adhesion
mechanic
Health
academy
Data storage equipment
Planning
Testing
planning
health

Cite this

Craven, M. P., & Fabricatore, C. (2016). Game Features of Cognitive Training. In Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016 (pp. 42-49). [7782513] Institute of Electrical and Electronics Engineers Inc.. https://doi.org/10.1109/iTAG.2016.14
Craven, Michael P. ; Fabricatore, Carlo. / Game Features of Cognitive Training. Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016. Institute of Electrical and Electronics Engineers Inc., 2016. pp. 42-49
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Craven, MP & Fabricatore, C 2016, Game Features of Cognitive Training. in Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016., 7782513, Institute of Electrical and Electronics Engineers Inc., pp. 42-49, 9th International Conference on Interactive Technologies and Games, Nottingham, United Kingdom, 26/10/16. https://doi.org/10.1109/iTAG.2016.14

Game Features of Cognitive Training. / Craven, Michael P.; Fabricatore, Carlo.

Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016. Institute of Electrical and Electronics Engineers Inc., 2016. p. 42-49 7782513.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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Craven MP, Fabricatore C. Game Features of Cognitive Training. In Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016. Institute of Electrical and Electronics Engineers Inc. 2016. p. 42-49. 7782513 https://doi.org/10.1109/iTAG.2016.14