Development and Evaluation of an Artificial Intelligence–Based Cognitive Exercise Game: A Pilot Study

Author:

Eun Sung-Jong1ORCID,Kim Eun Joung2ORCID,Kim Jung Yoon3ORCID

Affiliation:

1. Digital Health Industry Team, National IT Industry Promotion Agency, Jincheon, Republic of Korea

2. Culture Contents Technology Institute, Gachon University, Seongnam-si 13120, Gyonggi-do, Republic of Korea

3. Department of Game Media, College of Future Industry, Gachon University, Seongnam-si 13120, Gyeonggi-do, Republic of Korea

Abstract

Recently, cognitive serious games have successfully been employed to train cognitive abilities in elderly people with mild cognitive impairment, Alzheimer’s disease, and related disorders. However, despite the continuous rehabilitation game design and its applications, the existing cognitive exercise games fall short of user interaction and personalized elements with regard to difficult levels, which leads to users leaving early and losing interests during the gameplay. In this regard, the purpose of the study was to design and develop the serious game inclusive of playful elements for user motivation, the web-based mobile application system for easy accessibility, and Artificial Intelligence– (AI–) based difficulty level adjustment system for prevention from earlier leaving out in the middle of the play so that the elderly users can feel entertaining and immersed into the cognitive game voluntarily. This study was designed as an eight-week pilot experiment with thirty-seven participants in their 60s to 80s for the game’s usability assessment purpose. Results of the study showed that the AI-based cognitive exercise game was acceptable, interesting, and motivating for the elderly people and the test results before and after the eight-week training suggest a relationship between longer the training on the game and lower cognitive assessment scores including geriatric quality of life scale, geriatric depression scale, and Korean version of mini-mental state examination (MMSE). These correlations demonstrate the potential value of serious games in clinical assessment of cognitive status for the elderly users with varying cognitive ability. Based on these results, the elderly-centered serious game with playful element can be potentially used in clinical settings, allowing the cognitive training to be more enjoyable and more medically effective. Given these promising results, a more focused study can extend to the game system or additional game tools or features to be explored that solely target the elderly by applying AI and advanced visualization devices.

Funder

Korea Creative Content Agency

Publisher

Hindawi Limited

Subject

Health, Toxicology and Mutagenesis,Public Health, Environmental and Occupational Health

Reference38 articles.

1. Affordance Planning Strategy for Mathematics App development for Senior citizen using Smart-devices

2. Study on the relationship between affordance and icon design for mobile phone interface;H. A. Chung;Journal of the Korean Society of Design Culture,2012

3. A Study on Smarthome APP GUI for the Active Senior

4. Evaluation of Processing Speed of Different Cognitive Functions Across the Life Span Using Cognitive Mobile Games

5. Stress and psychological status between a stroke and a fracture patient's caregivers;J. Jung;Journal of The Korean Society of Integrative Medicine,2019

Cited by 7 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3