2016
DOI: 10.2196/games.5696
|View full text |Cite
|
Sign up to set email alerts
|

Validation of a Computerized, Game-based Assessment Strategy to Measure Training Effects on Motor-Cognitive Functions in People With Dementia

Abstract: BackgroundExergames often used for training purpose can also be applied to create assessments based on quantitative data derived from the game. A number of studies relate to these use functionalities developing specific assessment tasks by using the game software and provided good data on psychometric properties. However, (1) assessments often include tasks other than the original game task used for training and therefore relate to similar but not to identical or integrated performances trained, (2) people wit… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

2
17
0
2

Year Published

2017
2017
2023
2023

Publication Types

Select...
7
1
1

Relationship

1
8

Authors

Journals

citations
Cited by 29 publications
(22 citation statements)
references
References 60 publications
2
17
0
2
Order By: Relevance
“…The main outcome variable of this study was the Physiomat® performance assessed as the time required to complete the Physiomat® tasks (duration), which was directly derived from the data stream of the Physiomat®-integrated sensors during the gameplay [ 55 ]. The tasks included the same FTBT and PTMTs trained during the intervention period, and the same instructions were given as used for the Physiomat® training.…”
Section: Methodsmentioning
confidence: 99%
“…The main outcome variable of this study was the Physiomat® performance assessed as the time required to complete the Physiomat® tasks (duration), which was directly derived from the data stream of the Physiomat®-integrated sensors during the gameplay [ 55 ]. The tasks included the same FTBT and PTMTs trained during the intervention period, and the same instructions were given as used for the Physiomat® training.…”
Section: Methodsmentioning
confidence: 99%
“…There is a known need to check claims that such approaches to game development have more reliable evaluations. This goal is consistent with a wider need to demonstrate the value of their use as tests in the field of serious games for improved scientific rigor (Levy et al, 2016;Lumsden et al, 2016;Wiloth et al, 2016).…”
Section: Atsna Challenges and Thesis Contributionsupporting
confidence: 53%
“…A recent systematic review (Lumsden et al, 2016) demanded improved rigor in the analysis of serious game evaluation methods through research designs that increase causal inferences that can be made about the validity of serious games as assessment instruments and increased sample sizes to improve statistical power for increased confidence in determining that the tests were actually working. A few studies are already engaged in this research by exploring the similarities between user success in game evaluations and traditional validated evaluations (Levy et al, 2016;Wiloth et al, 2016).…”
Section: Atsna Challenges and Thesis Contributionmentioning
confidence: 99%
“…Outro estudo não realizou avaliação especifica das funções cognitivas após o treinamento, contudo, mensurou uma diminuição no progresso da DA (Fernández-Calvo et al, 2011). Alguns dos estudos indicaram uma melhora na atenção e memória de forma geral, sem maiores especificações (Hughes et al, 2014;Wiloth et al, 2016).…”
Section: Resultsunclassified