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.
Original language | English |
---|---|
Title of host publication | Proceedings - 2016 International Conference on Interactive Technologies and Games: EduRob in Conjunction with iTAG 2016, iTAG 2016 |
Publisher | Institute of Electrical and Electronics Engineers Inc. |
Pages | 42-49 |
Number of pages | 8 |
ISBN (Electronic) | 9781509037384 |
ISBN (Print) | 9781509037391 |
DOIs | |
Publication status | Published - 13 Dec 2016 |
Event | 9th International Conference on Interactive Technologies and Games - Nottingham, United Kingdom Duration: 26 Oct 2016 → 27 Oct 2016 Conference number: 9 |
Conference
Conference | 9th International Conference on Interactive Technologies and Games |
---|---|
Abbreviated title | iTAG 2016 |
Country/Territory | United Kingdom |
City | Nottingham |
Period | 26/10/16 → 27/10/16 |