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Designing game-based cognitive assessments for elderly adults

Published: 02 October 2013 Publication History

Abstract

Gamification is the use of game-like properties in non-game scenarios, and is applied in the design of our application to stimulate cognition, and enjoyment, which often decreases due to age-related changes. The goal of the research reported here is to develop a game, targeted for elderly citizens, that has a user-friendly interface and the ability to predict cognitive ability. This paper will introduce and evaluate a game designed based on the classic carnival game called whack-a-mole, which has the objective of a user 'hitting' a 'mole'. Our version of the game underwent a usability study where we evaluated the game in an experiment, and investigated its cognitive predictive ability. This paper will discuss the results from the experiment, detail the limitations, and propose future research.

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Cited By

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  • (2023)Designing Feasible and Effective Cognitive Assessment for Older Adults in Long-Term CareProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/2169506723119255267:1(1-6)Online publication date: 21-Oct-2023
  • (2022)Longitudinal analysis of sustained performance on gamified cognitive assessment tasksApplied Neuropsychology: Adult10.1080/23279095.2022.203993131:4(502-526)Online publication date: 23-Feb-2022
  • (2022)The impact of the physical and social embodiment of voice user interfaces on user distractionInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2022.102784161:COnline publication date: 12-May-2022
  • Show More Cited By

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Published In

cover image ACM Other conferences
Gamification '13: Proceedings of the First International Conference on Gameful Design, Research, and Applications
October 2013
148 pages
ISBN:9781450328159
DOI:10.1145/2583008
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • UWATERLOO: University of Waterloo
  • IMMERSe: IMMERSe Network
  • Waterloo Stratford Campus: University of Waterloo Stratford Campus
  • University of Ontario Institute of Technology

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 02 October 2013

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Author Tags

  1. Fitts' law
  2. calibration
  3. digital game design
  4. elderly
  5. game usability
  6. gamification
  7. human-computer interaction
  8. interface design
  9. serious games
  10. speed-accuracy trade-off
  11. user experience
  12. user-centred design

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  • Short-paper

Conference

Gamification '13
Sponsor:
  • UWATERLOO
  • IMMERSe
  • Waterloo Stratford Campus
Gamification '13: Gameful Design, Research, and Applications
October 2 - 4, 2013
Ontario, Toronto, Canada

Acceptance Rates

Gamification '13 Paper Acceptance Rate 9 of 25 submissions, 36%;
Overall Acceptance Rate 9 of 25 submissions, 36%

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Cited By

View all
  • (2023)Designing Feasible and Effective Cognitive Assessment for Older Adults in Long-Term CareProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/2169506723119255267:1(1-6)Online publication date: 21-Oct-2023
  • (2022)Longitudinal analysis of sustained performance on gamified cognitive assessment tasksApplied Neuropsychology: Adult10.1080/23279095.2022.203993131:4(502-526)Online publication date: 23-Feb-2022
  • (2022)The impact of the physical and social embodiment of voice user interfaces on user distractionInternational Journal of Human-Computer Studies10.1016/j.ijhcs.2022.102784161:COnline publication date: 12-May-2022
  • (2021)Tracking Cognitive Decline with a Serious Game: Benchmarking Against the Mini-Mental State ExaminationProceedings of the Human Factors and Ergonomics Society Annual Meeting10.1177/107118132064100264:1(6-10)Online publication date: 9-Feb-2021
  • (2021)Aging and technology: understanding the issues and creating a base for technology designersJournal of Medical Engineering & Technology10.1080/03091902.2021.1891313(1-26)Online publication date: 13-Apr-2021
  • (2019)A systematic literature review on user centered design and participatory design with older peopleProceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems10.1145/3357155.3358471(1-11)Online publication date: 22-Oct-2019
  • (2019)Gamification in Cognitive Assessment and Cognitive Training for Mild Cognitive ImpairmentAugmented Reality Games II10.1007/978-3-030-15620-6_8(179-204)Online publication date: 24-May-2019
  • (2018)Serious games and active healthy ageingInternational Journal of Networking and Virtual Organisations10.1504/IJNVO.2016.07512916:1(103-120)Online publication date: 19-Dec-2018
  • (2017)Academic methods for usability evaluation of serious gamesMultimedia Tools and Applications10.1007/s11042-016-3845-976:4(5755-5784)Online publication date: 1-Feb-2017
  • (2015)Dementia and social sustainabilityProceedings of the 37th International Conference on Software Engineering - Volume 210.5555/2819009.2819094(527-530)Online publication date: 16-May-2015
  • Show More Cited By

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