Training cognitive skills of people suffering from dementia by using serious games has been found to be a successful approach. But there is still no approach which takes advantage of performance measurements to evaluate the treatment of the patient. The literature describes several games which aim to improve cognitive skills, but none of them collects and analyses data while the patient is playing the latter. In this work we present a prototypical mobile application which applies concepts from serious games to collect performance data of patients and thereby evaluate the success of their treatment in the long run. We expect this approach to be a fast and cheap way of keeping track of the success of specific treatments.
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http://dx.doi.org/10.3233/SHTI220705 | DOI Listing |
EPJ Quantum Technol
January 2025
Department of Media, Aalto University School of Arts, Design and Architecture, Espoo, Finland.
In this research article, we survey existing quantum physics-related games and, based on this survey, propose a definition for the concept of quantum games. We define a quantum game as any type of rule-based game that either employs the principles of quantum physics or references quantum phenomena or the theory of quantum physics through any of three proposed dimensions: the perceivable dimension of quantum physics, the dimension of quantum technologies, and the dimension of scientific purposes, such as citizen science or education. We also discuss the concept of quantum computer games, which are games on quantum computers, as well as definitions for the concept of science games.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Rm GH348, 11 Yuk Choi Road, Hung Hom, Kowloon, Hong Kong, China (Hong Kong), 852 27665787.
Background: Children and adolescents are often at the crossroads of leisure gaming and excessive gaming. It is essential to identify the modifiable psychosocial factors influencing gaming disorder development. The lay theories of self-control (ie, the beliefs about whether self-control can be improved, also called self-control mindsets) may interplay with self-control and gaming disorder and serve as a promising influential factor for gaming disorder.
View Article and Find Full Text PDFJ Clin Nurs
January 2025
School of Nursing and Midwifery, La Trobe University, Melbourne, Victoria, Australia.
Background: Depressive symptoms are common among people with dementia (PWD). Exergaming consisting of combined cognitive and physical training in gaming is increasingly used to alleviate their depressive symptoms in research. With its potential synergistic neurobiological and psychosocial effects on reducing depressive symptoms among PWD, this review aimed to understand its effectiveness and contents.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFJ Neuroeng Rehabil
January 2025
Secteur des Sciences de la Santé, Institut de Recherche Expérimentale et Clinique, Neuro Musculo Skeletal Lab (NMSK), UCLouvain, Avenue Mounier 53, 1200, Brussels, Belgium.
Background: Intensive rehabilitation through challenging and individualized tasks are recommended to enhance upper limb recovery after stroke. Robot-assisted therapy (RAT) and serious games could be used to enhance functional recovery by providing simultaneous motor and cognitive rehabilitation.
Objective: The aim of this study is to clinically validate the dynamic difficulty adjustment (DDA) mechanism of ROBiGAME, a robot serious game designed for simultaneous rehabilitation of motor impairments and hemispatial neglect.
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