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(PDF) Eldergames: Mixed Reality for Elderly Cognition

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Given the growing elderly population and the associated cognitive decline, this innovative approach combines technology and social interaction to provide engaging cognitive training through gaming. Initial evaluations indicate the prototype's effectiveness and usability for older adults, providing a foundation for further development and deployment.","ai_title_tag":"Eldergames: Mixed Reality for Elderly Cognition","publication_date":"2009,,","publication_name":"2009 2nd Conference on Human System Interactions"},"document_type":"paper","pre_hit_view_count_baseline":null,"quality":"high","language":"en","title":"Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people","broadcastable":true,"draft":null,"has_indexable_attachment":true,"indexable":true}}["work"]; window.loswp.workCoauthors = [58427913]; window.loswp.locale = "en"; window.loswp.countryCode = "SG"; window.loswp.cwvAbTestBucket = ""; window.loswp.designVariant = "ds_vanilla"; window.loswp.fullPageMobileSutdModalVariant = "full_page_mobile_sutd_modal"; window.loswp.useOptimizedScribd4genScript = false; window.loginModal = {}; window.loginModal.appleClientId = 'edu.academia.applesignon'; window.userInChina = "false";</script><script defer="" src="https://accounts.google.com/gsi/client"></script><div class="ds-loswp-container"><div class="ds-work-card--grid-container"><div class="ds-work-card--container js-loswp-work-card"><div class="ds-work-card--cover"><div class="ds-work-cover--wrapper"><div class="ds-work-cover--container"><button class="ds-work-cover--clickable js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;swp-splash-paper-cover&quot;,&quot;attachmentId&quot;:51121930,&quot;attachmentType&quot;:&quot;pdf&quot;}"><img alt="First page of “Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people”" class="ds-work-cover--cover-thumbnail" src="https://0.academia-photos.com/attachment_thumbnails/51121930/mini_magick20190126-24490-29tfp0.png?1548523403" /><img alt="PDF Icon" class="ds-work-cover--file-icon" src="//a.academia-assets.com/images/single_work_splash/adobe_icon.svg" /><div class="ds-work-cover--hover-container"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span><p>Download Free PDF</p></div><div class="ds-work-cover--ribbon-container">Download Free PDF</div><div class="ds-work-cover--ribbon-triangle"></div></button></div></div></div><div class="ds-work-card--work-information"><h1 class="ds-work-card--work-title">Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people</h1><div class="ds-work-card--work-authors ds-work-card--detail"><a class="ds-work-card--author js-wsj-grid-card-author ds2-5-body-md ds2-5-body-link" data-author-id="58427913" href="https://ufps.academia.edu/JavierAndres"><img alt="Profile image of Javier Andres" class="ds-work-card--author-avatar" src="//a.academia-assets.com/images/s65_no_pic.png" />Javier Andres</a></div><div class="ds-work-card--detail"><p class="ds-work-card--detail ds2-5-body-sm">2009, 2009 2nd Conference on Human System Interactions</p><div class="ds-work-card--work-metadata"><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">visibility</span><p class="ds2-5-body-sm" id="work-metadata-view-count">…</p></div><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">description</span><p class="ds2-5-body-sm">7 pages</p></div><div class="ds-work-card--work-metadata__stat"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">link</span><p class="ds2-5-body-sm">1 file</p></div></div><script>(async () => { const workId = 30680754; const worksViewsPath = "/v0/works/views?subdomain_param=api&amp;work_ids%5B%5D=30680754"; const getWorkViews = async (workId) => { const response = await fetch(worksViewsPath); if (!response.ok) { throw new Error('Failed to load work views'); } const data = await response.json(); return data.views[workId]; }; // Get the view count for the work - we send this immediately rather than waiting for // the DOM to load, so it can be available as soon as possible (but without holding up // the backend or other resource requests, because it's a bit expensive and not critical). const viewCount = await getWorkViews(workId); const updateViewCount = (viewCount) => { try { const viewCountNumber = parseInt(viewCount, 10); if (viewCountNumber === 0) { // Remove the whole views element if there are zero views. document.getElementById('work-metadata-view-count')?.parentNode?.remove(); return; } const commaizedViewCount = viewCountNumber.toLocaleString(); const viewCountBody = document.getElementById('work-metadata-view-count'); if (!viewCountBody) { throw new Error('Failed to find work views element'); } viewCountBody.textContent = `${commaizedViewCount} views`; } catch (error) { // Remove the whole views element if there was some issue parsing. document.getElementById('work-metadata-view-count')?.parentNode?.remove(); throw new Error(`Failed to parse view count: ${viewCount}`, error); } }; // If the DOM is still loading, wait for it to be ready before updating the view count. if (document.readyState === "loading") { document.addEventListener('DOMContentLoaded', () => { updateViewCount(viewCount); }); // Otherwise, just update it immediately. } else { updateViewCount(viewCount); } })();</script></div><p class="ds-work-card--detail ds2-5-body-md">AI-generated Abstract</p><p class="ds-work-card--work-abstract ds-work-card--detail ds2-5-body-md">Eldergames is a project that aims to develop a mixed reality table-top solution to help preserve cognitive functions in elderly individuals. Given the growing elderly population and the associated cognitive decline, this innovative approach combines technology and social interaction to provide engaging cognitive training through gaming. Initial evaluations indicate the prototype&#39;s effectiveness and usability for older adults, providing a foundation for further development and deployment.</p><div class="ds-work-card--button-container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;continue-reading-button--work-card&quot;,&quot;attachmentId&quot;:51121930,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:&quot;https://www.academia.edu/30680754/Eldergames_project_An_innovative_mixed_reality_table_top_solution_to_preserve_cognitive_functions_in_elderly_people&quot;}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;download-pdf-button--work-card&quot;,&quot;attachmentId&quot;:51121930,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:&quot;https://www.academia.edu/30680754/Eldergames_project_An_innovative_mixed_reality_table_top_solution_to_preserve_cognitive_functions_in_elderly_people&quot;}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div><div class="ds-signup-banner-trigger-container"><div class="ds-signup-banner-trigger ds-signup-banner-trigger-control"></div></div><div class="ds-signup-banner ds-signup-banner-control"><div id="ds-signup-banner-close-button"><button class="ds2-5-button ds2-5-button--secondary ds2-5-button--inverse"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">close</span></button></div><div class="ds-signup-banner-ctas"><img src="//a.academia-assets.com/images/academia-logo-capital-white.svg" /><h4 class="ds2-5-heading-serif-sm">Sign up for access to the world's latest research</h4><button class="ds2-5-button ds2-5-button--inverse ds2-5-button--full-width js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;signup-banner&quot;}">Sign up for free<span class="material-symbols-outlined" style="font-size: 20px" translate="no">arrow_forward</span></button></div><div class="ds-signup-banner-divider"></div><div class="ds-signup-banner-reasons"><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Get notified about relevant papers</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Save papers to use in your research</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Join the discussion with peers</span></div><div class="ds-signup-banner-reasons-item"><span class="material-symbols-outlined" style="font-size: 24px" translate="no">check</span><span>Track your impact</span></div></div></div><script>(() => { // Set up signup banner show/hide behavior: // 1. 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University of Padova (Italy) 2 AIJU, Alicante (Spain) Human Lab, Universitat Politecnica de Valencia (Spain) 3 AIJU, Alicante (Spain) This paper offers an overview of recent game-based applications for therapy and rehabilitation of elderly people. Information and Communication Technologies represent a viable solution to meet the various physical and psychological needs of a population growing at an incredibly fast rate. In particular, videogames have proven to improve elderly people’s cognitive abilities and take care of psychological problems accompanying illnesses and social isolation. We will present several examples of videogames adopted within training programs for elderly people, and tested through scientific procedures. We will include both old-fashioned games and recent ones. Characterized by a higher naturalness in the input system, the latter rely on already established usage practices with non-digital tools (a pen,...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Playing for a Real Bonus: Videogames to Empower Elderly People&quot;,&quot;attachmentId&quot;:76917473,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/65222138/Playing_for_a_Real_Bonus_Videogames_to_Empower_Elderly_People&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/65222138/Playing_for_a_Real_Bonus_Videogames_to_Empower_Elderly_People"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="1" data-entity-id="98800932" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/98800932/Eldergames_videogames_for_empowering_training_and_monitoring_elderly_cognitive_capabilities">Eldergames: videogames for empowering, training and monitoring elderly cognitive capabilities</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="238606389" href="https://independent.academia.edu/MARIAELENAFABREGATCABRERA">MARIA ELENA FABREGAT CABRERA</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Gerontechnology, 2008</p><p class="ds-related-work--abstract ds2-5-body-sm">Recent solutions offered by Information and Communication Technologies (ICT) in elderly care and interventions have reached considerable levels of effectiveness; an emerging new approach to psychological, cognitive and neuropsychological rehabilitation is represented by the use of interactive applications such as videogames. Eldergames is an EU funded project aiming at developing a system to enrich the quality of life of elderly people, through an interactive tabletop solution, while simultaneously trying to reduce the natural physical and cognitive decline derived from aging. The paper considers the benefits of a cognitive training performed via videogames, and describes the solution offered by the Eldergames system. I. INTRODUCTION HE great increase of old population, and of the ensuing economic and social costs represent an urgent issue that contemporary society should address with proper plans [1]. When compared with the global population, the European one results to be the oldest: its median age is 39 [2], with concerning esteems for the next 20 years, when old people will be more than 1.2 billion [3]. The increase of the percentage of the old population has implications for the society as much as for the individuals; as a general datum, it has been estimated that up to 50% of people aged over 85 suffers from a cognitive decline [4]. The aging process involves changes in the physical and</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Eldergames: videogames for empowering, training and monitoring elderly cognitive capabilities&quot;,&quot;attachmentId&quot;:100054366,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/98800932/Eldergames_videogames_for_empowering_training_and_monitoring_elderly_cognitive_capabilities&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/98800932/Eldergames_videogames_for_empowering_training_and_monitoring_elderly_cognitive_capabilities"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="2" data-entity-id="121831722" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/121831722/Video_Games_for_Rehabilitation_A_New_Approach_to_Influence_the_Quality_of_Life_in_Practically_Healthy_Elderly_Persons">Video Games for Rehabilitation: A New Approach to Influence the Quality of Life in Practically Healthy Elderly Persons</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="8037687" href="https://independent.academia.edu/KristinPetrova">Kristin Petrova</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Open Access Macedonian Journal of Medical Sciences</p><p class="ds-related-work--abstract ds2-5-body-sm">BACKGROUND: Video games are new and potentially helpful technology that can be implemented on any computing device. The specific features and role of physical activity in the prevention and treatment of the elderly are well known but its impact on their quality of life is understudied. Video games are suitable for use on their own or in combination with other physiotherapy approaches in healthy people or patients with central and peripheral nervous system disorders. AIM: To assess the impact of 3D camera rehabilitation video games on quality of life in practically healthy elderly. MATERIALS AND METHODS: The study was conducted with 50 practically healthy adults and older adults (24 women were included in the experimental group, with an average age of 76.75 ± 6.89, and 26 women in the control group, with an average age of 73.69 ± 6.89). The effect on their quality of life after the application of video games for rehabilitation with a 3D camera was evaluated and compared with a contro...</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Video Games for Rehabilitation: A New Approach to Influence the Quality of Life in Practically Healthy Elderly Persons&quot;,&quot;attachmentId&quot;:116620741,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/121831722/Video_Games_for_Rehabilitation_A_New_Approach_to_Influence_the_Quality_of_Life_in_Practically_Healthy_Elderly_Persons&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/121831722/Video_Games_for_Rehabilitation_A_New_Approach_to_Influence_the_Quality_of_Life_in_Practically_Healthy_Elderly_Persons"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="3" data-entity-id="73207036" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/73207036/Development_and_Evaluation_of_a_Computer_Game_Combining_Physical_and_Cognitive_Activities_for_the_Elderly">Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="205808740" href="https://independent.academia.edu/ChouJuiJen">Jui Jen Chou</a></div><p class="ds-related-work--metadata ds2-5-body-xs">IEEE Access</p><p class="ds-related-work--abstract ds2-5-body-sm">This study develops a cognitive computer game system for the motor-cognitive dual-task training of the elderly. This system simultaneously combines musical rhythm games with exercises for cognitive training, while the exercises are designed to correlatively combine movements with the concept of acupressure points. Incorporating the concept of acupressure points can motivate participants to complete the exercises. The system has the features of being improvable and expandable based on modular design. The system framework is divided into three parts: first, the motion sensing controller (MSC) can detect a trainee&#39;s slapping motions during cognitive training; a variety of installation methods are designed to flexibly coordinate with a user&#39;s conditions, slapping motions and acupressure points for application. Next, the rhythm game is a set of games combining images and musical rhythms. Games can be developed to correspond with different cognitive skills; in this study, relevant games have been developed for cognitive skills like processing speed, short-term memory, working memory, divided attention, and inhibitory function. Finally, the cognitive skill evaluation (CSE) uses the cognitive computer games to evaluate the user&#39;s relevant cognitive skills. Sixteen healthy elderly people aged 65 or older are recruited for evaluation of the various modes and functions of this system. After four weeks of interventional training twice a week, the subjects&#39; cognitive skills such as short-term memory, divided attention, and inhibitory function improved significantly, and their overall cognitive function assessed by the Montreal Cognitive Assessment (MoCA) are also found to have improved. On the user&#39;s feedback questionnaire, their self-evaluation of physical conditions, the difficulty levels of the games, and their continued willingness to use the system all receive good appraisals. It can be seen that the rhythmic cognitive computer games in combination with exercises as developed in this study is helpful and feasible for the cognitive training of the elderly.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly&quot;,&quot;attachmentId&quot;:81816849,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/73207036/Development_and_Evaluation_of_a_Computer_Game_Combining_Physical_and_Cognitive_Activities_for_the_Elderly&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/73207036/Development_and_Evaluation_of_a_Computer_Game_Combining_Physical_and_Cognitive_Activities_for_the_Elderly"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="4" data-entity-id="91451122" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/91451122/Serious_video_games_and_virtual_reality_for_prevention_and_neurorehabilitation_of_cognitive_decline_because_of_aging_and_neurodegeneration">Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="161464223" href="https://independent.academia.edu/Am%C3%A9lieCollignon">Amélie Collignon</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Current Opinion in Neurology, 2020</p><p class="ds-related-work--abstract ds2-5-body-sm">Purpose of review Cognitive decline because of aging and neurodegeneration has become increasingly prevalent. This calls for the implementation of efficacious, motivating, standardized and widely available cognitive interventions for the elderly. In this context, serious video games and virtual reality may represent promising approaches. Here, we review recent research on their potential for cognitive prevention and neurorehabilitation of agerelated cognitive decline and mild cognitive impairment (MCI). Recent findings The majority of currently available data in this evolving domain lacks the methodological quality to draw reliable conclusions on the potential of novel technology for cognitive training in older people. However, single well designed randomized controlled trials have reported promising effects of cognitive interventions involving serious video games and virtual reality. The cognitive benefits of exergames promoting physical exercise with and without combined cognitive training remain unclear.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration&quot;,&quot;attachmentId&quot;:94735547,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/91451122/Serious_video_games_and_virtual_reality_for_prevention_and_neurorehabilitation_of_cognitive_decline_because_of_aging_and_neurodegeneration&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/91451122/Serious_video_games_and_virtual_reality_for_prevention_and_neurorehabilitation_of_cognitive_decline_because_of_aging_and_neurodegeneration"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="5" data-entity-id="125360129" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/125360129/Computer_and_Videogame_Interventions_for_Older_Adults_Cognitive_and_Everyday_Functioning">Computer and Videogame Interventions for Older Adults&#39; Cognitive and Everyday Functioning</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="36229004" href="https://independent.academia.edu/KarleneBall">Karlene Ball</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Games for health journal, 2019</p><p class="ds-related-work--abstract ds2-5-body-sm">Objective: This study compared older adults&#39; gains in cognitive and everyday functioning after a 60-session home-based videogame intervention with gains seen under formal cognitive training and usual care/no intervention. Materials and Methods: Participants were randomized to one of three groups: one group played an off-the-shelf videogame (i.e., Crazy Taxi), the second group engaged in a computerized training program focused on visual attention and processing speed (i.e., PositScience InSight), and the third group received no training. Training in the two intervention conditions consisted of 60 training sessions of 1 hour each, which were completed in 3 months (5 hours a week). Participants received a broad battery of cognitive and everyday functioning assessments immediately before (pretest), after (post-test), and 3 months after (follow-up) training. Results: Both training conditions improved on direct assessments of trained outcomes. In the InSight-trained group, we found transfer to untrained measures of visual attention and processing speed that were similar to the trained tasks, and these gains endured for up to 3 months. Participants in the videogame condition showed small additional benefits, not emerging until 3 months after intervention completion, on a measure of both attention and mood. No trained groups showed gain on visuospatial skills or memory. Training effects were highly specific to the target of training. Training effects to visual attention and processing speed were, as expected, larger for InSight-trained participants but were also seen for videogame participants. Given that past research has shown that videogame training leads to greater engagement than cognitive training, videogame interventions may represent a choice for more modest gains in a more engaging context.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Computer and Videogame Interventions for Older Adults&#39; Cognitive and Everyday Functioning&quot;,&quot;attachmentId&quot;:119418529,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/125360129/Computer_and_Videogame_Interventions_for_Older_Adults_Cognitive_and_Everyday_Functioning&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/125360129/Computer_and_Videogame_Interventions_for_Older_Adults_Cognitive_and_Everyday_Functioning"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="6" data-entity-id="62255517" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/62255517/How_younger_elderly_realize_usefulness_of_cognitive_training_video_games_to_maintain_their_independent_living">How younger elderly realize usefulness of cognitive training video games to maintain their independent living</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="294544" href="https://derby.academia.edu/JayDaniel">Jay Daniel</a></div><p class="ds-related-work--metadata ds2-5-body-xs">International Journal of Information Management</p><p class="ds-related-work--abstract ds2-5-body-sm">The objective of this paper is to understand the perception that younger elderly persons have towards the usefulness of playing Xbox Kinect video games as an assistive technology that is designed to maintain their cognitive abilities. Available literature highlights two kinds of assistive technologies; the first being Supportive Technologies that provide aid for already-declined functional abilities (such as hearing aids), and the second being Empowering Technologies that maintain functional abilities which have not yet declined (such as Xbox Kinect cognitive games). The difference in the nature between supportive and empowering technologies plays an important role in perceiving their benefits. For instance, while hearing aids as a supportive technology are perceived as useful through the improvement of hearing abilities, cognitive training games as an empowering technology have a long-term usefulness for cognitive abilities. This study conducts twenty-one qualitative interviews (range 65-87 years; mean = 71; SD = 3.81) and introduces perceived transfer effect. This effect allows the elderly to perceive the usefulness of playing cognitive training video games, which are designed to cultivate the cognitive abilities. In addition, this study found that the elderly value their independent living, and through cognitive video games, the elderly may remain capable of living independently.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;How younger elderly realize usefulness of cognitive training video games to maintain their independent living&quot;,&quot;attachmentId&quot;:75081437,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/62255517/How_younger_elderly_realize_usefulness_of_cognitive_training_video_games_to_maintain_their_independent_living&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/62255517/How_younger_elderly_realize_usefulness_of_cognitive_training_video_games_to_maintain_their_independent_living"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="7" data-entity-id="60716298" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/60716298/Serious_Games_for_the_Cognitive_Stimulation_of_Adults_A_Proposal_of_a_Pilot_Project">Serious Games for the Cognitive Stimulation of Adults: A Proposal of a Pilot Project</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="31502180" href="https://ipp.academia.edu/PaulaEscudeira">Paula Escudeiro</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 2016</p><p class="ds-related-work--abstract ds2-5-body-sm">One of the major challenges for healthcare professionals in the XXI century is the increasing number of elderly in the world population. It is clearly important to find ways to stimulate cognitively this population, helping them to develop strategies and maintaining independency in their daily life activities. Conventional cognitive stimulation is time consuming task often causing discomfort in patients. Computer based tools may be used to perform cognitive stimulation and improve transferability in a setting that does not increase anxiety in individuals. This paper aims to present a pilot study of automatic platforms to enhance the cognitive process for older adults in order to promote an active aging.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Serious Games for the Cognitive Stimulation of Adults: A Proposal of a Pilot Project&quot;,&quot;attachmentId&quot;:74034154,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/60716298/Serious_Games_for_the_Cognitive_Stimulation_of_Adults_A_Proposal_of_a_Pilot_Project&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/60716298/Serious_Games_for_the_Cognitive_Stimulation_of_Adults_A_Proposal_of_a_Pilot_Project"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="8" data-entity-id="17364175" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/17364175/Ballesteros_et_al_Brain_training_with_non_action_videogames_fnagi_06_00277">Ballesteros et al. Brain training with non-action videogames.fnagi-06-00277</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="32568651" href="https://uned.academia.edu/SoledadBallesteros">Soledad Ballesteros</a></div><p class="ds-related-work--abstract ds2-5-body-sm">Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness), immediate and delayed visual recognition memory, as well as a trend to improve in Affection and Assertivity, two dimensions of the Wellbeing Scale. Visuospatial working memory (WM) and executive control (shifting strategy) did not improve. Overall, the current results support the idea that training healthy older adults with non-action video games will enhance some cognitive abilities but not others.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Ballesteros et al. Brain training with non-action videogames.fnagi-06-00277&quot;,&quot;attachmentId&quot;:39469148,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/17364175/Ballesteros_et_al_Brain_training_with_non_action_videogames_fnagi_06_00277&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/17364175/Ballesteros_et_al_Brain_training_with_non_action_videogames_fnagi_06_00277"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div><div class="ds-related-work--container js-wsj-grid-card" data-collection-position="9" data-entity-id="105571580" data-sort-order="default"><a class="ds-related-work--title js-wsj-grid-card-title ds2-5-body-md ds2-5-body-link" href="https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept">Computer Games for Older Adults beyond Entertainment and Training: Possible Tools for Early Warnings - Concept and Proof of Concept</a><div class="ds-related-work--metadata"><a class="js-wsj-grid-card-author ds2-5-body-sm ds2-5-body-link" data-author-id="266051905" href="https://independent.academia.edu/B%C3%A9laPataki2">Béla Pataki</a></div><p class="ds-related-work--metadata ds2-5-body-xs">Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2015</p><p class="ds-related-work--abstract ds2-5-body-sm">Old age cognitive deficit is a relatively new mass-phenomenon due to the fast growth of older populations, and the fact that dementia is chronic, progressive, long lasting and, so far, incurable. However, in the early phase of cognitive decline symptoms do not manifest clearly, and may remain unexplored for a longer period of time. Clinical tests, using either paper-based or computerized methods, are made quite infrequently, providing too sparse snapshots of the cognitive performance. In this paper, computer games are proposed for home monitoring of possible significant changes in mental state. This approach is advantageous as it is a regular but voluntary method. This way, more frequent assessments are possible than with the traditional clinical test scenario. Problem descriptions, possible solutions and methods, presented in this paper, have been elaborated in the AAL project Maintaining and Measuring Mental Wellness (M3W). The ultimate goal of the project is to develop a computer game toolset and a methodology for monitoring the mental state of older adults remotely (at home). As it is a complex task, only basic considerations and concepts, a few challenges, problems and potential solutions, the proposed architecture, and the proofs of the concept are presented in the paper.</p><div class="ds-related-work--ctas"><button class="ds2-5-text-link ds2-5-text-link--inline js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;wsj-grid-card-download-pdf-modal&quot;,&quot;work_title&quot;:&quot;Computer Games for Older Adults beyond Entertainment and Training: Possible Tools for Early Warnings - Concept and Proof of Concept&quot;,&quot;attachmentId&quot;:104988353,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;work_url&quot;:&quot;https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept&quot;,&quot;alternativeTracking&quot;:true}"><span class="material-symbols-outlined" style="font-size: 18px" translate="no">download</span><span class="ds2-5-text-link__content">Download free PDF</span></button><a class="ds2-5-text-link ds2-5-text-link--inline js-wsj-grid-card-view-pdf" href="https://www.academia.edu/105571580/Computer_Games_for_Older_Adults_beyond_Entertainment_and_Training_Possible_Tools_for_Early_Warnings_Concept_and_Proof_of_Concept"><span class="ds2-5-text-link__content">View PDF</span><span class="material-symbols-outlined" style="font-size: 18px" translate="no">chevron_right</span></a></div></div></div></div><div class="ds-sticky-ctas--wrapper js-loswp-sticky-ctas hidden"><div class="ds-sticky-ctas--grid-container"><div class="ds-sticky-ctas--container"><button class="ds2-5-button js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;continue-reading-button--sticky-ctas&quot;,&quot;attachmentId&quot;:51121930,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:null}">See full PDF</button><button class="ds2-5-button ds2-5-button--secondary js-swp-download-button" data-signup-modal="{&quot;location&quot;:&quot;download-pdf-button--sticky-ctas&quot;,&quot;attachmentId&quot;:51121930,&quot;attachmentType&quot;:&quot;pdf&quot;,&quot;workUrl&quot;:null}"><span class="material-symbols-outlined" style="font-size: 20px" translate="no">download</span>Download PDF</button></div></div></div><div class="ds-below-fold--grid-container"><div class="ds-work--container js-loswp-embedded-document"><div class="attachment_preview" data-attachment="Attachment_51121930" style="display: none"><div class="js-scribd-document-container"><div class="scribd--document-loading js-scribd-document-loader" style="display: block;"><img alt="Loading..." src="//a.academia-assets.com/images/loaders/paper-load.gif" /><p>Loading Preview</p></div></div><div style="text-align: center;"><div class="scribd--no-preview-alert js-preview-unavailable"><p>Sorry, preview is currently unavailable. 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