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Game Features of Cognitive Training

Craven, Michael P. and Fabricatore, Carlo (2016) Game Features of Cognitive Training. In: 2016 International Conference on Interactive Technologies and Games (ITAG) 2016. IEEE Computer Society, pp. 42-49. ISBN 978-1-5090-3738-4

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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.

Item Type: Book Chapter
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Q Science > QA Mathematics > QA76 Computer software
Schools: School of Computing and Engineering
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Depositing User: Carlo Fabricatore
Date Deposited: 10 Jan 2017 10:46
Last Modified: 28 Aug 2021 16:25


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