Effectiveness of a Serious Game Design and Game Mechanic Factors for Attention and Executive Function Improvement in the Elderly: A Pretest-Posttest Study

Author:

Wong Ying-KitORCID,Wu Chih-Fu,Tu Yung-Hsiang

Abstract

Attention allows us to focus and process information from our environment, and executive function enables us to plan, work, and manage our daily lives. As individuals become older, both of these cognitive abilities decline. It is essential for the elderly to perform more cognitive exercises. Previous studies have shown that arithmetic calculations require attention span and that playing video games requires executive function. Therefore, we developed a serious game involving mental arithmetic calculations specifically for improving attention span and executive functions. Our objective was to analyze the effectiveness of the game and the efficacy of the game’s mechanic factors affecting attention span and executive function in the elderly. Forty elderly volunteers who are over 60 years of age were invited to join an eight-week cognitive training program through an elderly social welfare center. Four assessment tests were used in pre-test and post-test before and after the training period. D-CAT and SAT are used for screening attention span; TMT-A and TMT-B are used for screening executive function. They were instructed to play the game for at least 15 min per day, 5 days per week, for a total of 8 weeks. There were three independent variables (difficulty, pressure, and competition) with two parameters that could be selected. A paired-sample t-test showed the effective results by comparing the pre-test scores and post-test scores of the cognitive training. There were significant improvements in attention span and executive functions. The mixed repeated-measure ANOVA and MANCOVA results showed that two game mechanic factors (difficulty and pressure) had a significant effect and an interaction effect, but the other factor (competition) had a non-significant effect. In conclusion, the game showed a significant enhancement in both attention span and executive functions after training, and the difficulty factor and the pressure factor were shown to have an effect, but the competition factor was shown to have no effect.

Publisher

MDPI AG

Subject

Fluid Flow and Transfer Processes,Computer Science Applications,Process Chemistry and Technology,General Engineering,Instrumentation,General Materials Science

Reference105 articles.

1. United Nation (UN) Department of Economic and Social Affairs World Population Prospects 2019 https://population.un.org/wpp/Publications/Files/WPP2019_Highlights.pdf

2. World Health Organization (WHO) World Report on Ageing and Health http://apps.who.int/iris/bitstream/handle/10665/186463/9789240694811_eng.pdf

3. United Nation (UN) Department of Economic and Social Affairs World Population Ageing 2019 Report https://www.un.org/en/development/desa/population/publications/pdf/ageing/WorldPopulationAgeing2019-Report.pdf

4. World Health Organization (WHO) https://www.who.int/news-room/fact-sheets/detail/ageing-and-health

5. Human Aging: Usual and Successful

Cited by 6 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