An Immersive Memory Game as a Cognitive Exercise for Elderly Users
Abstract
In the healthcare field, games and gamification have been applied as tools to support traditional treatments for dementia, anxiety, and depression. Immersive environments using Virtual Reality (VR) can help elderly users be more focused on the tasks to be done, enhancing their memory skills. This paper proposes a new cognitive exercise called Memo-VR, which combines VR technology with interaction techniques, such as scanning and virtualizing the user’s hands, to play a memory game. Memo-VR was evaluated with a group of elderly users who gave positive feedback about the game.
Keywords:
cognitive exercises, virtual reality, leap motion, elderly, VR games
References
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Deborah E. Barnes, Jane A. Cauley, Li Yung Lui, Howard A. Fink, Charles McCulloch, Katie L. Stone, and Kristine Yaffe. 2007. Women who maintain optimal cognitive function into old age. Journal of the American Geriatrics Society 55, 2 (feb 2007), 259–264. https://doi.org/10.1111/j.1532-5415.2007.01040.x
Gustavo de Paula, Pedro Valentim, Flávio Seixas, Rosimere Santana, and Débora Muchaluat-Saade. 2020. Sensory Effects in Cognitive Exercises for Elderly Users: Stroop Game. In 2020 IEEE 33rd International Symposium on Computer-Based Medical Systems (CBMS). IEEE, Rochester, Minnesota,USA, 132–137. https://doi.org/10.1109/CBMS49503.2020.00032
Brian D. Glass, W. Todd Maddox, and Bradley C. Love. 2013. Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait. PLoS ONE 8, 8 (8 2013), e70350. https://doi.org/10.1371/journal.pone.0070350
Rensis Likert. 1974. A method of constructing an attitude scale. Scaling: A sourcebook for behavioral scientists 1 (1974), 233–243.
Luiz F. Matos, Mayara H. Santos, Yolanda Boechat, Glauco Amorim, and Débora C. Muchaluat-Saade. 2018. MemoGinga: Jogo Interativo para TV Digital como Exercício Cognitivo para Idosos. In Anais do Simpósio Brasileiro de Computação Aplicada à Saúde (SBCAS) (Natal). Sociedade Brasileira de Computação - SBC, Porto Alegre, RS, Brasil, 12. https://doi.org/10.5753/sbcas.2018.3686
Rui Nouchi, Yasuyuki Taki, Hikaru Takeuchi, Hiroshi Hashizume, Takayuki Nozawa, Toshimune Kambara, Atsushi Sekiguchi, Carlos Makoto Miyauchi, Yuka Kotozaki, Haruka Nouchi, et al. 2013. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial. PloS one 8, 2 (2013), e55518. https://doi.org/10.1371/journal.pone.0055518
Adam C. Oei and Michael D. Patterson. 2013. Enhancing Cognition with Video Games: A Multiple Game Training Study. PLoS ONE 8 (3 2013), e58546. Issue 3. https://doi.org/10.1371/journal.pone.0058546
John e outros Brooke. 1996. SUS-A quick and dirty usability scale. Avaliação de usabilidade na indústria 189 (1996), 4–7.
Eva Pietrzak, Stephen Pullman, and Annabel McGuire. 2014. Using virtual reality and videogames for traumatic brain injury rehabilitation: a structured literature review. GAMES FOR HEALTH: Research, Development, and Clinical Applications 3, 4 (2014), 202–214. https://doi.org/10.1089/g4h.2014.0013
Rômulo Santos Silva, Camila Almeida Carlos, Artur Martins Mol, and Lucila Ishitani. 2018. Avaliação da Experiência da Terceira Idade com Realidade Virtual na Área de Jogos Digitais para Smartphone. Art Des Track 1 (2018), 79–87.
Amir Vazini Taher, Maryam Khalil Ahmadi, and Pak Zamir. 2015. Effects of multi-sensory stimulation on cognition function, depression, anxiety and quality of life in elderly persons with dementia. International Journal of Sport Studies 5, 3 (2015), 355–360. http://www.ijssjournal.com
Published
2022-06-22
How to Cite
FARIAS, Flávio M. de; MONTEVECCHI, Eyre; BOKEHI, José Raphael; SANTANA, Rosimere F.; MUCHALUAT-SAADE, Débora Christina.
An Immersive Memory Game as a Cognitive Exercise for Elderly Users. In: LIFE IMPROVEMENT IN QUALITY BY UBIQUITOUS EXPERIENCES WORKSHOP (LIQUE), 2. , 2022, Aveiro.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2022
.
p. 17-21.
DOI: https://doi.org/10.5753/lique.2022.19997.