Abstract
Chronic diseases such as mild cognitive impairment have severely affected the quality of life of the elderly worldwide, both physically and psychologically. Working memory training is an intervention method that has been widely used in clinical treatment. However, memory decline, decreased physical function and psychological resistance to the training prevent seniors from gaining an ideal training outcome. Researchers use gamification methods to help the therapists improve the effect of rehabilitation training to solve the problem. This research is based on working memory training in cognitive rehabilitation and developed an exergame for seniors with mild cognitive impairment called MEMORIDE. Using the method of participatory design (PD), researchers design the Chinese classical garden's training scene that caters to the hobbies of the elderly. Moreover, a positive feedback mechanism was used to encourage the elderly to participate actively. This study recruited 10 participants with mild cognitive impairment over 65 years old (MMSE scores between 21 and 26) who used MEMORIDE for 30-min rehabilitation training. The post-experiment interview showed that most participants had a pleasant experience and willing to continue trying this training method. The research results verified the acceptance of gamified rehabilitation training for seniors. The study proves that gamification can improve training compliance and relieve training pressure in elderly rehabilitation. In further research, longer-term experiments will be carried out to verify this training method's cognitive function enhancement effect.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Nations, U.: World Population Ageing 2019 Highlights. World Population Ageing (2019)
Frieden, T.R.: Asleep at the switch: local public health and chronic disease. Am. J. Publ. Heal. 94(12), 2059–2061 (2004). https://doi.org/10.2105/AJPH.94.12.2059
Moussavi, S., et al.: Depression, chronic diseases, and decrements in health: results from the World Health Surveys. The Lancet 370(9590), 851–858 (2007)
Leroi, I., et al.: Cognitive impairment in Parkinson disease: impact on quality of life, disability, and caregiver burden. J. Geriatr. Psychiatry Neurol. 25(4), 208–214 (2012)
Petersen, R.: Mild cognitive impairment: transition between aging and Alzheimer’s disease. Neurologia 15(3), 93–101 (2000)
Petersen, R.C., et al.: Mild cognitive impairment: clinical characterization and outcome. Arch. Neurol. 56(3), 303–308 (1999)
Finn, M., McDonald, S.: Repetition-lag training to improve recollection memory in older people with amnestic mild cognitive impairment. A randomized controlled trial. Aging, Neuropsychol. Cogn. 22(2), 244–258 (2015). https://doi.org/10.1080/13825585.2014.915918
Redick, T.S.: The hype cycle of working memory training. Curr. Dir. Psychol. Sci. 28(5), 423–429 (2019)
Fink, H.A., et al.: Pharmacologic interventions to prevent cognitive decline, mild cognitive impairment, and clinical Alzheimer-type dementia: a systematic review. Ann. Intern. Med. 168(1), 39–51 (2018)
Song, D., et al.: The effectiveness of physical exercise on cognitive and psychological outcomes in individuals with mild cognitive impairment: a systematic review and meta-analysis. Int. J. Nurs. Stud. 79, 155–164 (2018)
Balaam, M., et al.: Motivating mobility: designing for lived motivation in stroke rehabilitation. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (2011)
McCallum, S.: Gamification and serious games for personalized health. In: pHealth (2012)
Whitehead, A., et al.: Exergame effectiveness: what the numbers can tell us. In: Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, pp. 55–62. Association for Computing Machinery, Los Angeles, California (2010)
Nouchi, R., et al.: Brain training game improves executive functions and processing speed in the elderly: a randomized controlled trial. PLoS ONE 7(1), e29676 (2012)
Li, Y., Muñoz, J., Mehrabi, S., Middleton, L., Cao, S., Boger, J.: Multidisciplinary iterative design of exergames (MIDE): a framework for supporting the design, development, and evaluation of exergames for health. In: Fang, X. (ed.) HCII 2020. LNCS, vol. 12211, pp. 128–147. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-50164-8_9
De Schutter, B.: Gerontoludic design: extending the mda framework to facilitate meaningful play for older adults. Int. J. Gaming Comput. Mediat. Simul. (IJGCMS) 9(1), 45–60 (2017)
Muroi, F., Tao, X., Han, T.: A Study on the Effect of Gamification on Alleviation Anxiety Levels of the Elderly in China. Springer International Publishing, Cham (2020)
Amory, A., et al.: The use of computer games as an educational tool: identification of appropriate game types and game elements. Br. J. Edu. Technol. 30(4), 311–321 (1999)
Soldati, M., et al.: Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline. Springer International Publishing, Cham (2020)
Schuler, D., Namioka, A.: Participatory design: Principles and practices. CRC Press, Boco Raton (1993)
Csikszentmihalyi, M., Csikzentmihaly, M.: Flow: The Psychology of Optimal Experience, vol. 1990. Harper & Row, New York (1990)
Zheng, G., et al.: Aerobic exercise ameliorates cognitive function in older adults with mild cognitive impairment: a systematic review and meta-analysis of randomised controlled trials. Br J Sports Med 50(23), 1443–1450 (2016)
Redwine, L.S., et al.: An exploratory randomized sub-study of light-to-moderate intensity exercise on cognitive function, depression symptoms and inflammation in older adults with heart failure. J. Psychosom. Res. 128, 109883 (2020)
Branaghan, R.J., O’Brian, J.S., Hildebrand, E.A., Bryant Foster, L.: Usability evaluation. In: Humanizing Healthcare – Human Factors for Medical Device Design, pp. 69–96. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-64433-8_4
Yu, R.W.L., et al.: Acceptance Level of Older Chinese People towards Video Shooting Games. Springer International Publishing, Cham (2020)
Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 13(3), 319 (1989). https://doi.org/10.2307/249008
Acknowledgments
The research is supported by National Social Science Fund (Grant No. 18BRK009).
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2021 Springer Nature Switzerland AG
About this paper
Cite this paper
Li, X., Han, T., Zhang, E., Shao, W., Li, L., Wu, C. (2021). MEMORIDE: An Exergame Combined with Working Memory Training to Motivate Elderly with Mild Cognitive Impairment to Actively Participate in Rehabilitation. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. HCII 2021. Lecture Notes in Computer Science(), vol 12787. Springer, Cham. https://doi.org/10.1007/978-3-030-78111-8_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-78111-8_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-78110-1
Online ISBN: 978-3-030-78111-8
eBook Packages: Computer ScienceComputer Science (R0)