Design and development of a gamified cognitive training program targeting executive functions for older adults

被引:1
|
作者
Nguyen, Lan [1 ]
Murphy, Karen [1 ]
Andrews, Glenda [1 ]
机构
[1] Griffith Univ, Sch Appl Psychol, Gold Coast, Qld 4222, Australia
关键词
Cognitive training; Cognitive aging; Gamification; Game design; Executive functions; WORKING-MEMORY; AGE-DIFFERENCES; GAME; INTERFERENCE; PERFORMANCE; INTELLIGENCE; INHIBITION; RETENTION; FRAMEWORK; LOAD;
D O I
10.1016/j.entcom.2024.100892
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
With increased population aging, cognitive training has emerged as a popular intervention for combating agerelated cognitive decline. Considering the purpose of cognitive interventions, the development of cognitive training programs typically focuses on properties that may enhance cognition, often neglecting the key element of user engagement. Consequently, many cognitive training studies have reported poor adherence and high participant attrition. To increase the likelihood of long-term cognitive benefits, there must be sustained use of the intervention (i.e., good training program adherence). Utilizing a research-through-design approach, this paper presents the design and development of a cognitive training program for older adults. Specifically, the primary focus was on outlining a conceptual framework for developing this program, which draws from gamification principles to foster motivation and enjoyment, as well as cognitive plasticity and transfer principles to foster cognitive engagement. Overall, the program encompasses gamified, adaptive, multidomain training of core executive functions (working memory, inhibitory control, and cognitive flexibility). This program will be the basis for future works exploring older adults' experiences and preferences of cognitive training, and evaluating the efficacy of multidomain executive functions training in enhancing cognition and well-being in older age.
引用
收藏
页数:18
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