Game features of cognitive training
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...
| Main Authors: | , |
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| Format: | Conference or Workshop Item |
| Published: |
2016
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| Online Access: | https://eprints.nottingham.ac.uk/40340/ |
| _version_ | 1848796033047330816 |
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| author | Craven, Michael P. Fabricatore, Carlo |
| author_facet | Craven, Michael P. Fabricatore, Carlo |
| author_sort | Craven, Michael P. |
| building | Nottingham Research Data Repository |
| collection | Online Access |
| description | 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. |
| first_indexed | 2025-11-14T19:41:32Z |
| format | Conference or Workshop Item |
| id | nottingham-40340 |
| institution | University of Nottingham Malaysia Campus |
| institution_category | Local University |
| last_indexed | 2025-11-14T19:41:32Z |
| publishDate | 2016 |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | nottingham-403402020-05-04T18:25:45Z https://eprints.nottingham.ac.uk/40340/ Game features of cognitive training Craven, Michael P. Fabricatore, Carlo 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. 2016-12-15 Conference or Workshop Item PeerReviewed Craven, Michael P. and Fabricatore, Carlo (2016) Game features of cognitive training. In: International Conference on Interactive Technologies and Games (ITAG) 2016, 26-27 Oct 2016, Nottingham, UK. cognitive training healthy older adult dementia cognitive health intervention serious game content analysis http://ieeexplore.ieee.org/document/7782513/ |
| spellingShingle | cognitive training healthy older adult dementia cognitive health intervention serious game content analysis Craven, Michael P. Fabricatore, Carlo Game features of cognitive training |
| title | Game features of cognitive training |
| title_full | Game features of cognitive training |
| title_fullStr | Game features of cognitive training |
| title_full_unstemmed | Game features of cognitive training |
| title_short | Game features of cognitive training |
| title_sort | game features of cognitive training |
| topic | cognitive training healthy older adult dementia cognitive health intervention serious game content analysis |
| url | https://eprints.nottingham.ac.uk/40340/ https://eprints.nottingham.ac.uk/40340/ |