A Study of the Reactivity of the Elderly When Playing Cognitive Rehabilitation Games on Tablet Devices

2017 ◽  
Vol 26 (2) ◽  
pp. 57-65 ◽  
Author(s):  
이현숙 ◽  
김정완 ◽  
Yang-Gyu Choi ◽  
현정임
Author(s):  
Mark D. Griffiths ◽  
Daria J. Kuss ◽  
Angelica B. Ortiz de Gortari

There is a long history of using videogames in a therapeutic capacity including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb's palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, autistic children and individuals looking to overcome real-life challenges (including symptoms of depression) and boost their wellbeing (including boosting life satisfaction, self-efficacy and social support). This paper briefly and selectively examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, (9) videogames and anxiety disorders, and (10) videogames and psychological wellbeing. It is concluded that there has been considerable success when games are specifically designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.


2021 ◽  
Author(s):  
Jaehoon Jeong ◽  
Sungmin Kim ◽  
Nahyeon Kim ◽  
Yoonjoo Lee ◽  
Daechang Kim

Abstract Background: The biggest problem in an aging society is the development of degenerative brain disease in the elderly. Neurodegenerative brain disease can cause cognitive dysfunction and rapidly increase the prevalence of dementia and Parkinson's disease, posing a huge economic and social burden on the elderly. A computerized cognitive rehabilitation training system has been developed to prevent and train cognitive dysfunction, showing various clinical effects. However, few studies have analyzed components of contents such as memory and concentration training. In this study, the clinical effects and characteristics of the color, number and words elements were analyzed by subdividing the memory and concentration contents into elements, difficulty, and training methods.Methods: Using a total of eight contents developed based on neuropsychology, 24 normal subjects with an average age of 60.58 ± 3.96 years were conducted 3 times a week, and training was received for 30 to 45 minutes per session. To determine the training effect, MMSE-K, an evaluation tool most closely related to cognitive therapy, was used. The number of errors and problem solving time used in the analysis were dataized by measuring the number of incorrect answers selected by the subject and the time spent solving the problem, respectively. Using t-test, the significance of different between before and after training was determined. Correlation between the number of errors and problem-solving time by week was determined using a trend line. All experimental procedures and evaluations were conducted after obtaining IRB approval from Dongguk University Ilsan Hospital (DUIH2020-07-001).Results: The subjects' MMSE-K scores were 27.88 ± 1.70 points before intervention to 28.63 ± 1.69 points after three weeks of intervention. In each subdivided component, color element showed an effect of improving complex difficulty, number element had the most effective training effect, and word element had a predictive effect on cognitive decline. Conclusions: A detailed analysis results of the components used in a computerized cognitive rehabilitation training system will help develop degenerative brain disease contents to be developed later, and is expected to contribute to a prevention-oriented medical paradigm


Author(s):  
Mark Griffiths ◽  
Daria J. Kuss ◽  
Angelica B. Ortiz de Gortari

There is a long history of using videogames in a therapeutic capacity, including rehabilitation for stroke patients, people with traumatic brain injuries, burns victims, wheelchair users, Erb’s palsy sufferers, children undergoing chemotherapy, children with muscular dystrophy, and autistic children. This chapter briefly examines a number of areas including: (1) videogames as physiotherapy and occupational therapy, (2) videogames as distractors in the role of pain management, (3) videogames and cognitive rehabilitation, (4) videogames and the development of social and communication skills among the learning disabled, (5) videogames and impulsivity/attention deficit disorders, (6) videogames and therapeutic benefits in the elderly, (7) videogames in psychotherapeutic settings, (8) videogames and health care, and (9) videogames and anxiety disorders. It is concluded that there has been considerable success when games are designed to address a specific problem or to teach a certain skill. However, generalizability outside the game-playing situation remains an important consideration.


2021 ◽  
Author(s):  
Priscila Santos ◽  
Daniel Godoy Pinto ◽  
Jussara Alves Celestino ◽  
Marina Cisoto

Introduction: The research’s objective is to identify early signs and symptoms of dementia through the MentalPlus® game. Dementias is a Neurocognitive Major Disorder, and as a diagnostic criterion, it is impaired in the areas of intricate attention, executive function, learning, memory, language, perceptomotor or social cognition. Method: MentalPlus® was created for timely evaluation and cognitive rehabilitation, considering the various diseases that cause cognitive dysfunction, such as dementia, heart problems, organic disorders, among others, in addition to surgical interventions and external factors. This instrument used to evaluate postoperative cognitive dysfunctions, which often affect elderly patients, confirms the validity and accessibility of the MentalPlus application. Results: Table 1 shows that the elderly in the group tested had statistically lower education than the control group (p < 0.001). Table 2 shows that for all domains of MentalPlus , on the hits part, the tested elderly group showed statistically lower values than the control group (p < 0.05), except only in the executive function (p = 0.231) and selective attention (p = 0.057), errors were also statistically higher in the elderly tested for almost all domains (p < 0.05), except in short-term memory (p = 0.206) and long-term memory (p = 0.179). At the same time, omissions were statistically higher in the elderly tested for all MP domains (p < 0.05). Conclusion: MentalPlus® identifies early signs of dementia in older people and is useful for the evaluator and the target audience, as it provides reliable data in a considerably short time.


2016 ◽  
Vol 10 (2) ◽  
pp. 152-155 ◽  
Author(s):  
Mariana Medeiros Assed ◽  
Martha Kortas Hajjar Veiga de Carvalho ◽  
Cristiana Castanho de Almeida Rocca ◽  
Antonio de Pádua Serafim

ABSTRACT Studies emphasize the training of cognitive functions to decrease losses in the population. Memory training associated with neurotracker was performed by an 80-year-old man with memory complaints. A battery for measuring memory, quality of life and stress was initially applied and showed low scores. The patient underwent a program for stimulating memory and attention comprising 32 sessions (2 weekly sessions of 90 minutes each). The post-test follow-up showed improvements in the process of storage and retrieval of episodic and working memory, greater use of strategies, faster information processing speed, as well as reduction in complaints and positive impact on quality of life. The results suggest that the use of Neurotracker for training cognitive processes is valid for cognitive rehabilitation programs to promote improvements in quality of life in the elderly.


2017 ◽  
Vol 29 (9) ◽  
pp. 1473-1482 ◽  
Author(s):  
Nahid Zokaei ◽  
Christopher MacKellar ◽  
Giedrė Čepukaitytė ◽  
Eva Zita Patai ◽  
Anna Christina Nobre

Development of measures to preserve cognitive function or even reverse cognitive decline in the ever-growing elderly population is the focus of many research and commercial efforts. One such measure gaining in popularity is the development of computer-based interventions that “exercise” cognitive functions. Computer-based cognitive training has the potential to be specific and flexible, accommodates feedback, and is highly accessible. As in most budding fields, there are still considerable inconsistencies across methodologies and results, as well as a lack of consensus on a comprehensive assessment protocol. We propose that the success of training-based therapeutics will rely on targeting specific cognitive functions, informed by comprehensive and sensitive batteries that can provide a “fingerprint” of an individual's abilities. Instead of expecting a panacea from training regimens, focused and personalized training interventions that accommodate individual differences should be developed to redress specific patterns of deficits in cognitive rehabilitation, both in healthy aging and in disease.


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