Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games
The number of older adults with dementia and related cognitive impairments continues to rise worldwide. Decline in certain cognitive skills, memory, and attention in this population is associated with deterioration in functioning in daily activities and a reduced quality of life. Engagement in cogni...
- Autores:
-
Cruz, Antonio Miguel
Ríos Rincón, Adriana María
Daum, Christine
Quiroga Torres, Daniel Alejandro
De Jesus, Ruby
Liu, Lili
Stroulia, Eleni
- Tipo de recurso:
- Article of journal
- Fecha de publicación:
- 2021
- Institución:
- Escuela Colombiana de Ingeniería Julio Garavito
- Repositorio:
- Repositorio Institucional ECI
- Idioma:
- eng
- OAI Identifier:
- oai:repositorio.escuelaing.edu.co:001/3239
- Acceso en línea:
- https://repositorio.escuelaing.edu.co/handle/001/3239
https://repositorio.escuelaing.edu.co/
- Palabra clave:
- Demencia
Dementia
Adultos mayores
Older adults
Habilidades cognitivas
Cognitive skills
Juegos móviles
Mobile games
Memoria - Aspectos fisiológicos
Memory - Physiological aspects
- Rights
- closedAccess
- License
- http://purl.org/coar/access_right/c_14cb
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dc.title.eng.fl_str_mv |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
title |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
spellingShingle |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games Demencia Dementia Adultos mayores Older adults Habilidades cognitivas Cognitive skills Juegos móviles Mobile games Memoria - Aspectos fisiológicos Memory - Physiological aspects |
title_short |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
title_full |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
title_fullStr |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
title_full_unstemmed |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
title_sort |
Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile Games |
dc.creator.fl_str_mv |
Cruz, Antonio Miguel Ríos Rincón, Adriana María Daum, Christine Quiroga Torres, Daniel Alejandro De Jesus, Ruby Liu, Lili Stroulia, Eleni |
dc.contributor.author.none.fl_str_mv |
Cruz, Antonio Miguel Ríos Rincón, Adriana María Daum, Christine Quiroga Torres, Daniel Alejandro De Jesus, Ruby Liu, Lili Stroulia, Eleni |
dc.contributor.researchgroup.spa.fl_str_mv |
GiBiome |
dc.subject.armarc.none.fl_str_mv |
Demencia Dementia Adultos mayores Older adults Habilidades cognitivas Cognitive skills Juegos móviles Mobile games Memoria - Aspectos fisiológicos Memory - Physiological aspects |
topic |
Demencia Dementia Adultos mayores Older adults Habilidades cognitivas Cognitive skills Juegos móviles Mobile games Memoria - Aspectos fisiológicos Memory - Physiological aspects |
description |
The number of older adults with dementia and related cognitive impairments continues to rise worldwide. Decline in certain cognitive skills, memory, and attention in this population is associated with deterioration in functioning in daily activities and a reduced quality of life. Engagement in cognitively stimulating activities can help prevent cognitive decline in older adults [1]. Research suggests that regularly playing mobile games could improve several cognitive functions that naturally deteriorate with age and even more with dementia. If mobile games are easy-to-use and engaging enough, they may be a valid intervention and assessment tool for cognitive functioning in older adults with cognitive impairment or dementia [2]–[4]. The level of engagement may influence the therapeutic effect of mobile game interventions [5]. Engagement is the degree of absorption, immersion, and involvement in a task. The theoretical foundation of engagement lies in Flow Theory [6]. Flow has been described as a subjective state that people report when they are completely involved in something to the point of forgetting time, fatigue, and everything else but the activity itself [6]. The literature shows that engagement is mainly recognized through analyzing participants’ bio-signals, principally in young people [7]–[8]. The development of methods to recognize engagement in older adults is needed. The aim of this study was to investigate the factors that influence engagement in older adults who play mobile games. |
publishDate |
2021 |
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2021-09 |
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2024-08-30T22:20:55Z |
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2024-08-30T22:20:55Z |
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Artículo de revista |
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1941-0123 |
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Universidad Escuela Colombiana de Ingeniería |
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Repositorio Digital |
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Vol. 24 No. 6 Septiembre 2021 |
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36 |
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6 |
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29 |
dc.relation.citationvolume.spa.fl_str_mv |
24 |
dc.relation.ispartofjournal.eng.fl_str_mv |
IEEE Instrumentation & Measurement Magazine |
dc.relation.references.spa.fl_str_mv |
G. Livingston, A. Sommerlad, V. Orgeta, S. G. Costafreda, J. Huntley, D. Ames, C. Ballard, S. Banerjee, A. Burns, J. CohenMansfield and others, “Dementia prevention, intervention, and care,” The Lancet, vol. 390, p. 2673–2734, 2017. L. Nguyen and K. Murphy, “Immediate and long-term efficacy of executive functions cognitive training in older adults: a systematic review and meta-analysis,” American Psychological Association, pp. 698–733, 2019 T. Tong, V. Guana, A. Jovanovic, F. Tran, G. Mozafari, M. Chignell and E. Stroulia, “Rapid deployment and evaluation of mobile serious games: a cognitive assessment case study,” in Proc. 7th Int. Conf. Advances in Inform. Technol., 2015. B. Wallace, F. Knoefel, R. Goubran, P. Masson, A. Baker, B. Allard, E. Stroulia and V. Guana, “Monitoring cognitive ability in patients with moderate dementia using a modified ’whack-a-mole’,” in Proc. IEEE Int. Symp. Medical Meas. Applications (MeMeA 2017), 2017 C. Daum, A. Rios-Rincón, A. Miguel-Cruz, D. Pertschy, C. Altura, V. Guana, E. Stroulia and L. Liu, “Computer games for older adults: findings of a usability study,” Canadian Assoc. of Occupational Therapists, 2018. M. Csikszentmihalyi, S. Abuhamdeh and J. Nakamura, Flow and the Foundations of Positive Psychology. Heidelberg, Germany: Springer, 2014. I. Rejer and M. Twardochleb, “Gamers’ involvement detection from fig EEG data with cGAAM– a method for feature selection for clustering,” Expert Systems with Applications, vol. 101, pp. 196–204, 2018. N. Bosch, S. K. D’Mello, J. Ocumpaugh, R. S. Baker and V. Shute, “Using video to automatically detect learner affect in computerenabled classrooms,” ACM Trans. Interactive Intelligent Syst., vol. 6, no. 2, 2016. B. Wallace, F. Knoefel, R. Goubran, P. Masson, A. Baker, B. Allard, V. Guana and E. Stroulia, “Detecting cognitive ability changes in patients with moderate dementia using a modified whack-a-mole game,” IEEE Trans. Instrum. Meas., vol. 67, no. 7, pp. 1521-1534, Jul. 2018 Z. Nasreddine, N. Phillips and H. Chertkow, “MoCA Version 3,” Montreal Cognitive Assessment, accessed 24 Nov 2020, 2011. [Online]. Available: www.mocatest.org. D. Watson, L. Clark and A. Tellegen, “Development and validation of brief measures of positive and negative affect: the PANAS scales,” J. Personality and Social Psychology, pp. 1063–1070, 1988. B. West, K. Welch and A. Galecki, Linear Mixed Models: A Practical Guide Using Statistical Software. Boca Raton, FL, USA: CRC Press. Taylor and Francis Group, 2015. |
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IEEE Instrumentation and Measurement Society |
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Estados Unidos |
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https://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=5289 |
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Cruz, Antonio Miguel60f912e3d0e1a88c51207ae38b105011Ríos Rincón, Adriana María295d93c344738f432f7cb4f36fc632dbDaum, Christine85689b95e0a1db82100e7f853e27fc84Quiroga Torres, Daniel Alejandro031c8d9841515027a609ee88ee05f989De Jesus, Ruby2d800274ece3ab85a0ad709634123764Liu, Lili4cbfe7450765f6f2ac895b375e7def11Stroulia, Eleni9391924e7d29a500d3d1d79108ed9af6GiBiome2024-08-30T22:20:55Z2024-08-30T22:20:55Z2021-091941-0123https://repositorio.escuelaing.edu.co/handle/001/32391941-0123Universidad Escuela Colombiana de IngenieríaRepositorio Digitalhttps://repositorio.escuelaing.edu.co/The number of older adults with dementia and related cognitive impairments continues to rise worldwide. Decline in certain cognitive skills, memory, and attention in this population is associated with deterioration in functioning in daily activities and a reduced quality of life. Engagement in cognitively stimulating activities can help prevent cognitive decline in older adults [1]. Research suggests that regularly playing mobile games could improve several cognitive functions that naturally deteriorate with age and even more with dementia. If mobile games are easy-to-use and engaging enough, they may be a valid intervention and assessment tool for cognitive functioning in older adults with cognitive impairment or dementia [2]–[4]. The level of engagement may influence the therapeutic effect of mobile game interventions [5]. Engagement is the degree of absorption, immersion, and involvement in a task. The theoretical foundation of engagement lies in Flow Theory [6]. Flow has been described as a subjective state that people report when they are completely involved in something to the point of forgetting time, fatigue, and everything else but the activity itself [6]. The literature shows that engagement is mainly recognized through analyzing participants’ bio-signals, principally in young people [7]–[8]. The development of methods to recognize engagement in older adults is needed. The aim of this study was to investigate the factors that influence engagement in older adults who play mobile games.El número de adultos mayores con demencia y deterioro cognitivo relacionado continúa aumentando en todo el mundo. El deterioro de ciertas habilidades cognitivas, la memoria y la atención en esta población se asocia con un deterioro en el funcionamiento en las actividades diarias y una calidad de vida reducida. La participación en actividades cognitivamente estimulantes puede ayudar a prevenir el deterioro cognitivo en adultos mayores [1]. Las investigaciones sugieren que jugar juegos móviles con regularidad podría mejorar varias funciones cognitivas que se deterioran naturalmente con la edad y aún más con la demencia. Si los juegos móviles son fáciles de usar y lo suficientemente atractivos, pueden ser una herramienta válida de intervención y evaluación para el funcionamiento cognitivo en adultos mayores con deterioro cognitivo o demencia [2]–[4]. El nivel de participación puede influir en el efecto terapéutico de las intervenciones de juegos móviles [5]. La participación es el grado de absorción, inmersión e implicación en una tarea. La base teórica de la participación se encuentra en la teoría del flujo [6]. El flujo se ha descrito como un estado subjetivo que las personas informan cuando están completamente involucradas en algo hasta el punto de olvidar el tiempo, la fatiga y todo lo demás excepto la actividad en sí [6]. La literatura muestra que el compromiso se reconoce principalmente a través del análisis de las bioseñales de los participantes, principalmente en los jóvenes [7]–[8]. Es necesario desarrollar métodos para reconocer el compromiso en los adultos mayores. El objetivo de este estudio fue investigar los factores que influyen en el compromiso en los adultos mayores que juegan juegos móviles.8 páginasapplication/pdfengIEEE Instrumentation and Measurement SocietyEstados Unidoshttps://ieeexplore.ieee.org/xpl/RecentIssue.jsp?punumber=5289Predicting Engagement in Older Adults With and Without Dementia While Playing Mobile GamesArtículo de revistainfo:eu-repo/semantics/publishedVersionhttp://purl.org/coar/resource_type/c_6501http://purl.org/coar/resource_type/c_2df8fbb1Textinfo:eu-repo/semantics/articlehttp://purl.org/coar/version/c_970fb48d4fbd8a85Vol. 24 No. 6 Septiembre 20213662924IEEE Instrumentation & Measurement MagazineG. Livingston, A. Sommerlad, V. Orgeta, S. G. Costafreda, J. Huntley, D. Ames, C. Ballard, S. Banerjee, A. Burns, J. CohenMansfield and others, “Dementia prevention, intervention, and care,” The Lancet, vol. 390, p. 2673–2734, 2017.L. Nguyen and K. Murphy, “Immediate and long-term efficacy of executive functions cognitive training in older adults: a systematic review and meta-analysis,” American Psychological Association, pp. 698–733, 2019T. Tong, V. Guana, A. Jovanovic, F. Tran, G. Mozafari, M. Chignell and E. Stroulia, “Rapid deployment and evaluation of mobile serious games: a cognitive assessment case study,” in Proc. 7th Int. Conf. Advances in Inform. Technol., 2015.B. Wallace, F. Knoefel, R. Goubran, P. Masson, A. Baker, B. Allard, E. Stroulia and V. Guana, “Monitoring cognitive ability in patients with moderate dementia using a modified ’whack-a-mole’,” in Proc. IEEE Int. Symp. Medical Meas. Applications (MeMeA 2017), 2017C. Daum, A. Rios-Rincón, A. Miguel-Cruz, D. Pertschy, C. Altura, V. Guana, E. Stroulia and L. Liu, “Computer games for older adults: findings of a usability study,” Canadian Assoc. of Occupational Therapists, 2018.M. Csikszentmihalyi, S. Abuhamdeh and J. Nakamura, Flow and the Foundations of Positive Psychology. Heidelberg, Germany: Springer, 2014.I. Rejer and M. Twardochleb, “Gamers’ involvement detection from fig EEG data with cGAAM– a method for feature selection for clustering,” Expert Systems with Applications, vol. 101, pp. 196–204, 2018.N. Bosch, S. K. D’Mello, J. Ocumpaugh, R. S. Baker and V. Shute, “Using video to automatically detect learner affect in computerenabled classrooms,” ACM Trans. Interactive Intelligent Syst., vol. 6, no. 2, 2016.B. Wallace, F. Knoefel, R. Goubran, P. Masson, A. Baker, B. Allard, V. Guana and E. Stroulia, “Detecting cognitive ability changes in patients with moderate dementia using a modified whack-a-mole game,” IEEE Trans. Instrum. Meas., vol. 67, no. 7, pp. 1521-1534, Jul. 2018Z. Nasreddine, N. Phillips and H. Chertkow, “MoCA Version 3,” Montreal Cognitive Assessment, accessed 24 Nov 2020, 2011. [Online]. Available: www.mocatest.org.D. Watson, L. Clark and A. Tellegen, “Development and validation of brief measures of positive and negative affect: the PANAS scales,” J. Personality and Social Psychology, pp. 1063–1070, 1988.B. West, K. Welch and A. Galecki, Linear Mixed Models: A Practical Guide Using Statistical Software. Boca Raton, FL, USA: CRC Press. 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