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...

Full description

Bibliographic Details
Main Authors: Craven, Michael P., Fabricatore, Carlo
Format: Conference or Workshop Item
Published: 2016
Subjects:
Online Access:https://eprints.nottingham.ac.uk/40340/
_version_ 1848796033047330816
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/