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Developing a serious game for cognitive assessment: choosing settings and measuring performance

Published: 26 April 2014 Publication History

Abstract

Gamification and serious games are becoming increasingly important for training, wellness, and other applications. How can games be developed for non-traditional gaming populations such as the elderly, and how can gaming be applied in non-traditional areas such as cognitive assessment? The application that we were interested in is detection of cognitive impairment in the elderly. Example use cases where gamified cognitive assessment might be useful are: prediction of delirium onset risk in emergency departments and postoperative hospital wards; evaluation of recovery from stroke in neuro-rehabilitation; monitoring of transitions from mild cognitive impairment to dementia in long-term care. With the rapid increase in cognitive disorders in many countries, inexpensive methods of measuring cognitive status on an ongoing basis, and to large numbers of people, are needed. In order to address this challenge we have developed a novel game-based method of cognitive assessment. In this paper, we present findings from a usability study conducted on the game that we developed for measuring changes in cognitive status. We report on the game's ability to predict cognitive status under varying game parameters, and we introduce a method to calibrate the game that takes into account differences in speed and accuracy, and in motor coordination. Recommendations concerning the development of serious games for cognitive assessment are made, and detailed recommendations concerning future development of the whack-a-mole game are also provided.

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Cited By

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  • (2024)Analysis of Voice Biomarkers for the Detection of Cognitive ImpairmentIEEE Access10.1109/ACCESS.2024.344243112(122840-122851)Online publication date: 2024
  • (2023)Digital Cognitive Assessment Tests for Older Adults: Systematic Literature ReviewJMIR Mental Health10.2196/4748710(e47487)Online publication date: 8-Dec-2023
  • (2023)Improvement in Motor Skills, Attention, and Working Memory in Mild Cognitive Impairment and Alzheimer’s Disease Patients Using COSMA Cognitive AppAugmented Human Research10.1007/s41133-023-00061-58:1Online publication date: 11-Dec-2023
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Information

Published In

cover image ACM Other conferences
Chinese CHI '14: Proceedings of the Second International Symposium of Chinese CHI
April 2014
120 pages
ISBN:9781450328760
DOI:10.1145/2592235
  • Conference Chairs:
  • Ellen Yi-Luen Do,
  • Wei Li
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

  • Google Inc.
  • ICACHI: International Chinese Association of Computer Human Interaction
  • Autodesk: Autodesk

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 April 2014

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Author Tags

  1. Fitts' law
  2. calibration
  3. digital game design
  4. game usability
  5. gamification
  6. human-computer interaction
  7. interface design
  8. serious games
  9. speed-accuracy tradeoff
  10. user experience
  11. user-centered design

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  • Research-article

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Chinese CHI '14
Sponsor:
  • ICACHI
  • Autodesk

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Overall Acceptance Rate 17 of 40 submissions, 43%

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Cited By

View all
  • (2024)Analysis of Voice Biomarkers for the Detection of Cognitive ImpairmentIEEE Access10.1109/ACCESS.2024.344243112(122840-122851)Online publication date: 2024
  • (2023)Digital Cognitive Assessment Tests for Older Adults: Systematic Literature ReviewJMIR Mental Health10.2196/4748710(e47487)Online publication date: 8-Dec-2023
  • (2023)Improvement in Motor Skills, Attention, and Working Memory in Mild Cognitive Impairment and Alzheimer’s Disease Patients Using COSMA Cognitive AppAugmented Human Research10.1007/s41133-023-00061-58:1Online publication date: 11-Dec-2023
  • (2023)A pilot study on the evaluation of cognitive abilities’ cluster through game-based intelligent techniqueMultimedia Tools and Applications10.1007/s11042-023-15100-x82:26(41323-41341)Online publication date: 10-Apr-2023
  • (2023)Ethical issues when using digital biomarkers and artificial intelligence for the early detection of dementiaWIREs Data Mining and Knowledge Discovery10.1002/widm.149213:3Online publication date: 19-Feb-2023
  • (2022)Screening for Mild Cognitive Impairment in the Preoperative Setting: A Narrative ReviewHealthcare10.3390/healthcare1006111210:6(1112)Online publication date: 15-Jun-2022
  • (2022)Evaluation of the Predictive Ability and User Acceptance of Panoramix 2.0, an AI-Based E-Health Tool for the Detection of Cognitive ImpairmentElectronics10.3390/electronics1121342411:21(3424)Online publication date: 22-Oct-2022
  • (2022)Picture-Word Interference Effects Are Robust With Covert Retrieval, With and Without GamificationFrontiers in Psychology10.3389/fpsyg.2021.82502012Online publication date: 20-Jan-2022
  • (2022)FISHERMAN: A Serious Game for Executive Function Assessment of Older AdultsAssessment10.1177/1073191122110564830:5(1499-1513)Online publication date: 28-Jun-2022
  • (2022)A Gamified Approach to Cognitive Assessment with Machine Learning Based Predictions2022 IEEE Global Humanitarian Technology Conference (GHTC)10.1109/GHTC55712.2022.9910615(441-444)Online publication date: 8-Sep-2022
  • Show More Cited By

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