Design and development of a gamified cognitive training program targeting executive functions for older adults

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-01-01 Epub Date: 2024-10-01 DOI:10.1016/j.entcom.2024.100892
Lan Nguyen, Karen Murphy, Glenda Andrews
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Abstract

With increased population aging, cognitive training has emerged as a popular intervention for combating age-related cognitive decline. Considering the purpose of cognitive interventions, the development of cognitive training programs typically focuses on properties that may enhance cognition, often neglecting the key element of user engagement. Consequently, many cognitive training studies have reported poor adherence and high participant attrition. To increase the likelihood of long-term cognitive benefits, there must be sustained use of the intervention (i.e., good training program adherence). Utilizing a research-through-design approach, this paper presents the design and development of a cognitive training program for older adults. Specifically, the primary focus was on outlining a conceptual framework for developing this program, which draws from gamification principles to foster motivation and enjoyment, as well as cognitive plasticity and transfer principles to foster cognitive engagement. Overall, the program encompasses gamified, adaptive, multidomain training of core executive functions (working memory, inhibitory control, and cognitive flexibility). This program will be the basis for future works exploring older adults’ experiences and preferences of cognitive training, and evaluating the efficacy of multidomain executive functions training in enhancing cognition and well-being in older age.
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针对老年人执行功能的游戏化认知训练项目的设计与开发
随着人口老龄化的加剧,认知训练已经成为一种流行的干预措施,以对抗与年龄相关的认知衰退。考虑到认知干预的目的,认知训练项目的发展通常侧重于可能增强认知的属性,往往忽略了用户参与的关键因素。因此,许多认知训练研究报告了较差的依从性和较高的参与者损耗。为了增加长期认知益处的可能性,必须持续使用干预措施(即良好的训练计划依从性)。利用研究通过设计的方法,本文提出了老年人认知训练计划的设计和开发。具体来说,主要重点是概述开发该计划的概念框架,该框架借鉴了游戏化原则,以促进动机和享受,以及认知可塑性和转移原则,以促进认知参与。总的来说,该项目包含了核心执行功能(工作记忆、抑制控制和认知灵活性)的游戏化、适应性、多领域训练。本研究将为进一步探索老年人认知训练的经验和偏好,以及评估多领域执行功能训练在提高老年人认知和幸福感方面的效果奠定基础。
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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