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Game Features of Cognitive Training

Michael P. Craven, Carlo Fabricatore

Research output: Chapter in Book/Report/Conference proceeding › Conference contribution › peer-review

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 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 2016 → 27 Oct 2016
Conference number: 9

Conference

Conference9th International Conference on Interactive Technologies and Games
Abbreviated titleiTAG 2016
Country/TerritoryUnited Kingdom
CityNottingham
Period26/10/16 → 27/10/16

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

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