2020
Conference article
Closed Access
Serious games to cognitively stimulate older adults: A systematic literature review
Palumbo V., Paterno F.With the increasing number of older adults in today's population, it is important to promote active ageing in order to offer them better life conditions, and enable them to be autonomous as long as possible despite the problems arising from aging. To guarantee active aging, physical, social and mental conditions must be considered. In this research we mainly focus on the cognitive functions implicated in aging. To cope with the cognitive impairments, many proposals have been put forward that exploit digital interactive technologies in interdisciplinary projects. An area that has high potential is the use of serious games supported by some interactive technology because of their potential attractiveness and engagement. We report on a systematic literature review that has been carried out in order to explore and analyse the various proposals in this field and, on the basis of the results, identify the interactive devices that have been considered, the results achieved in terms of cognitive support, and current trends in this area.Source: PETRA '20: The 13th PErvasive Technologies Related to Assistive Environments Conference, pp. 199–208, June, 2020
DOI: 10.1145/3389189.3393739Metrics:
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dl.acm.org | doi.org | CNR ExploRA
2021
Conference article
Open Access
Micogito: a serious gamebook based on daily life scenarios to cognitively stimulate older adults
Palumbo V., Paterno F.With the increase in the number of people aged 60 years and older, it becomes essential to promote active ageing. Adequate cognitive training activity can preserve older adults' health conditions, allowing them to live autonomously longer. However, older people often have difficulties with the use of digital technologies and risk being excluded from these. For this reason, this work proposes a solution that introduces older adults to new technologies while maintaining a familiar appearance to them. The solution proposed is Micogito, a web serious game that exploits the book metaphor for cognitive stimulation of older adults. It supports tasks which replicate daily living activities, and has been conceived, and designed to stimulate the most implicated cognitive functions in ageing and particularly in mild cognitive impairment. In its design and implementation, guidelines useful to make web applications accessible and usable for the target users were considered. We also report on a first user test with older adults, to assess the effectiveness of this approach, which provided useful and encouraging feedback, and discuss some lessons learnt.Source: GoodIT 2021 - ACM International Conference on Information Technology for Social Good, pp. 163–168, Rome, Italy, 9-11/09/2021
DOI: 10.1145/3462203.3475889Metrics:
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ISTI Repository | dl.acm.org | dl.acm.org | CNR ExploRA