Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework
<p>Steps followed in this work.</p> "> Figure 2
<p>Relation diagram between key concepts found.</p> "> Figure 3
<p>Conceptual framework for developing serious games for cognitive rehabilitation of older adults.</p> "> Figure 4
<p>Relevance of proposed components according to experts.</p> "> Figure 5
<p>Proposed serious game.</p> ">
Abstract
:1. Introduction
2. Literature Review
2.1. Serious Games for Cognitive Rehabilitation
2.2. Clinical Trials
2.3. Previous Conceptual Frameworks
- Condition: Elaklouk et al. argued that prescribing an isolated intervention solely based on the clinical particularities of each patient might be less effective than understanding the patient’s individual needs and preferences to establish therapy objectives. While clinical particularities refer to the characteristics of the medical condition or symptoms presented by the patient, individual needs encompass a broader spectrum, including psychosocial, emotional, and contextual factors that influence cognitive rehabilitation.
- Process: the authors elucidated that motivation could enhance patient engagement with the treatment, consequently leading to improved functional outcomes. They advocated for utilizing challenge as a tool to incrementally enhance patients’ skills and familiarity with the therapy. Additionally, they underscored the utility of informatics frameworks in personalizing serious games.
- Activity: Here, the emphasis was on ensuring that the patient felt engaged, enjoyed the game, and had confidence in their ability to play.
- Output: Tracking and presenting the patient’s performance were identified as pivotal factors in motivating continued use of the game.
3. Methodology
4. Conceptual Framework Development
4.1. Identify and Name Key Concepts
4.2. Categorize Based on Their Role
4.3. Integrating Concepts
- User interaction: Concepts associated with virtual reality (VR) now form part of considerations for user interaction.
- Game settings: Regarding game parameters, help systems, and progress tracking as a method to recommend difficulty levels, collectively, these concepts constitute the game settings, understood as configurable task parameters.
- Exergame: We also understand, thanks to theories like scaffolding, that users need to exercise both their minds and bodies to maintain proper mental and physical health. Therefore, everything related to body movement and systems that monitor this movement will be integrated into the broader concept of Exergame.
- Development: The development process of serious games differs from that of games created for commercial purposes, as a high degree of customization is required to meet users’ needs. Therefore, methodologies involving extensive inclusion of interested populations in the final product are necessary.
- Game features: Identified concepts such as the development of multiple cognitive skills, multiplayer gaming, and simulated environments suggest that these are fundamental features of games.
- Patient condition: While the development process considers patient needs, there are more abstract concepts that the end-user may not be aware of but which the developer must consider, such as maintaining motivation, commitment, social improvement, and aspects related to cognitive rehabilitation itself. These concepts are part of the patient’s condition.
4.4. Graphical Synthesis
4.5. Expert Review
4.6. Proposal of a Serious Game Based on Our Conceptual Framework
5. Discussion
5.1. Implications
- Enhanced personalization and engagement: VR and adaptive difficulty levels allow for personalized rehabilitation that can be adjusted to each user’s needs. This personalization is necessary to maintain user engagement, which is essential for effective therapy.
- Incorporation of physical activity: The framework emphasizes the integration of physical activity within the rehabilitation games, promoting overall health and well-being in older adults. This dual focus on cognitive and physical health addresses the needs of the target population, potentially improving both cognitive functions and physical fitness.
- Social interaction features: The use of multiplayer functionalities and leaderboards fosters a sense of community and competition among users. These features are designed to improve motivation and adherence to the rehabilitation program, as social support and participation have been shown to positively influence rehabilitation outcomes.
- Continuous improvement and adaptation: The framework is designed to be iterative and flexible, which allows for continuous review, adaptation, and improvement. This adaptability ensures that the games developed using the framework can evolve with new research findings and technological advancements, maintaining its relevance and effectiveness over time.
5.2. Limitations
- The framework lacks comprehensive empirical validation. Although the framework has been validated through expert reviews, extensive empirical studies in real-world settings are still needed to confirm its effectiveness. Such studies would provide concrete evidence of the framework’s practical applicability and impact on cognitive rehabilitation outcomes.
- The framework’s success is contingent on the digital adaptation of the users. The effectiveness of virtual reality applications and other technological components may be limited by the digital skill levels of older adults. This dependency could restrict the accessibility and usability of the framework for populations with lower technological competence. Addressing this issue requires the development of training programs and user-friendly designs tailored to older adults.
- The generalizability of the framework is limited. Since the framework is based on specific studies and theories, it may not be entirely applicable to all demographics or types of cognitive impairment. Further research is needed to adapt and validate the framework across different contexts and populations to ensure its broader applicability.
- The implementation of the framework demands significant resources. Effective application requires advanced technological equipment, trained personnel, and continuous support. These requirements may not be feasible for all institutions or regions, potentially limiting the framework’s widespread adoption and scalability.
5.3. Future Works
6. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Category | Study | Key Concepts |
---|---|---|
Virtual Reality | [48,49] | Serious games, input system, virtual reality, head-mounted display, spatial orientation abilities, real-time guidance system, visual exploration task, difficulty levels, and stroke patients |
Physical activity | [50,51,52] | Physical activity, cognitive rehabilitation, virtual reality, body movement, computer vision systems, combining physical and cognitive exercise, a Kinect, and difficulty level |
Multiplayer | [55,56] | Serious games, cognitive rehabilitation, multiplayer features, social engagement, older adults, cognitive stimulation, rehabilitation activities, social isolation, and demotivation |
Customization | [57,58,59] | Customization, serious games, older adults, cognitive rehabilitation, customizing settings, physical limitations, generate new exercises, executive functions, and participatory methodology |
Grades of difficulty | [30,60] | Levels of difficulty, cognitive abilities, engagement, motivation, progression and achievement, cognitive rehabilitation, graded levels of difficulty and player’s ability |
Multitasking | [35,36,61] | Serious games for cognitive rehabilitation, multiple cognitive skills, interdependent cognitive skills, multitasking, cognitive outcomes, assessment of cognitive function, simulation environments, executive functions, enjoyable and motivating |
Theory | Associated Concepts | Role(s) |
---|---|---|
Hypothesis of Cognitive Reserve | Spatial orientation abilities, difficulty levels, cognitive abilities, executive functions | Epistemological: They define the user’s condition, serving as their tool for navigating daily life. Methodological: Provides guidelines on how to measure and assess cognitive reserve in individuals. |
Scaffolding Theory of Aging and Cognition | Cognitive abilities, interdependent cognitive skills, multitasking, executive functions | Ontological: Describes the structure and interdependence of cognitive processes in aging individuals. Epistemological: Helps in understanding how cognitive abilities evolve with age and experience. |
Impact of Social Engagement on Healthy Aging | Social engagement, older adults, multiplayer features, cognitive stimulation, rehabilitation activities | Epistemological: Explores the effects of social interaction on cognitive health in older adults. Methodological: Offers insights into designing interventions that promote social engagement to enhance cognitive well-being. |
Motivation | Engagement, motivation, progression and achievement | Methodological: Guides the design and implementation of strategies to maintain user interest and commitment in cognitive rehabilitation programs. |
Flow | Engagement, enjoyment, graded levels of difficulty, immersive experiences | Epistemological: Examines the psychological state of flow and its impact on user engagement and satisfaction. Methodological: Suggests techniques to create optimal challenges and immersive experiences in serious games. |
Feedback Loop | Real-time guidance system, assessment of cognitive function | Methodological: Provides mechanisms for providing feedback to users during gameplay and evaluating cognitive outcomes. |
Cognitive Load | Cognitive abilities, visual exploration task, multitasking | Ontological: Defines the cognitive resources required for different tasks and activities. Methodological: Offers strategies for managing cognitive load to optimize learning and performance. |
Question | Fleiss Kappa |
---|---|
1 | −0.05 |
2 | −0.03 |
3 | −0.02 |
4 | −0.03 |
5 | −0.01 |
6 | 0.02 |
7 | 0.08 |
8 | 0.17 |
9 | −0.25 |
10 | −0.25 |
Global | −0.05 |
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Guzmán, D.E.; Rengifo, C.F.; García-Cena, C.E. Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework. Multimodal Technol. Interact. 2024, 8, 64. https://doi.org/10.3390/mti8080064
Guzmán DE, Rengifo CF, García-Cena CE. Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework. Multimodal Technologies and Interaction. 2024; 8(8):64. https://doi.org/10.3390/mti8080064
Chicago/Turabian StyleGuzmán, Diego E., Carlos F. Rengifo, and Cecilia E. García-Cena. 2024. "Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework" Multimodal Technologies and Interaction 8, no. 8: 64. https://doi.org/10.3390/mti8080064
APA StyleGuzmán, D. E., Rengifo, C. F., & García-Cena, C. E. (2024). Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework. Multimodal Technologies and Interaction, 8(8), 64. https://doi.org/10.3390/mti8080064