2020
DOI: 10.2196/17121
|View full text |Cite
|
Sign up to set email alerts
|

Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study

Abstract: Background:The decline of cognitive function is an important issue related to aging. Over the last few years, numerous mobile apps have been developed to challenge the brain with cognitive exercises; however, little is currently known about how age influences capacity for performance improvement when playing cognitive mobile games. Objective: The objective of this study was to analyze the score data of cognitive mobile games over a period of 100 gaming sessions to determine age-related learning ability for new… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
8
0

Year Published

2020
2020
2023
2023

Publication Types

Select...
6

Relationship

2
4

Authors

Journals

citations
Cited by 7 publications
(8 citation statements)
references
References 51 publications
0
8
0
Order By: Relevance
“…One salient aspect of the games is that they could be combined with automated evaluation and assessment of cognitive function 16 , 59 . Therefore, we strongly suggest that the evaluation of cognitive function for long-term follow-up should not be restricted to cross-sectional measurement (typically done only once per year) but should also include longitudinal measurement to evaluate subjects’ learning abilities or cognitive abilities in general if there is no training in between the assessments 15 . In this context, the presented method could be an interesting complementary tool due to its potential to become widely available thanks to the growing use of mobile technology.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…One salient aspect of the games is that they could be combined with automated evaluation and assessment of cognitive function 16 , 59 . Therefore, we strongly suggest that the evaluation of cognitive function for long-term follow-up should not be restricted to cross-sectional measurement (typically done only once per year) but should also include longitudinal measurement to evaluate subjects’ learning abilities or cognitive abilities in general if there is no training in between the assessments 15 . In this context, the presented method could be an interesting complementary tool due to its potential to become widely available thanks to the growing use of mobile technology.…”
Section: Discussionmentioning
confidence: 99%
“…Therefore, the main objective of our study is to add to the current knowledge by evaluating the efficacy of 100 sessions of CMG used in real-life (independently and without specific guidelines on training frequency) in older adults and how the effect may vary as a function of age. Based on the results of one previous study 15 , we hypothesized that the rate of improvement in CMG performance would be slower in the oldest subjects. Since training frequency was not imposed, the time to perform the 100 sessions may vary between subjects and type of CMG.…”
Section: Introductionmentioning
confidence: 99%
“…A salient aspect of game app training is that it can be combined with cognitive assessment to provide screening and follow-up of the cognitive function on a regular basis. This can be done at a lower cost and without the need of a healthcare professional because the results of the games are correlated with clinical scales (31) and the age of the participants (32).…”
Section: Potential Solutionmentioning
confidence: 99%
“…Second, we analyze whether the barrier affects productivity, satisfaction, effectiveness, or safety. In that case, the impact was minimal; when analyzing these parameters, the impact's value is two (2). Thirdly, we evaluate the number of times the barrier corresponding to the persistence parameter presented by the barrier "Accessible keyboard" is presented.…”
Section: Case Studymentioning
confidence: 99%
“…Additionally, students' participation and motivation in the classroom are of great importance in the learning process, so the concept of gamification [1] has taken on great importance. Gamification allows (1) stimulation and support of creativity; (2) player motivation through modifications and new levels of play; (3) use as a teaching aid; (4) inclusion as a trendy means of recreation; and (5) mind training [2].…”
Section: Introductionmentioning
confidence: 99%