IEEE Access (Jan 2020)

Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly

  • Yu-Hsiang Lin,
  • Hui-Fen Mao,
  • Kai Neng Lin,
  • Yuan Ling Tang,
  • Chao-Lin Yang,
  • Jui-Jen Chou

DOI
https://doi.org/10.1109/ACCESS.2020.3041017
Journal volume & issue
Vol. 8
pp. 216822 – 216834

Abstract

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This study develops a cognitive computer game system for the motor-cognitive dual-task training of the elderly. This system simultaneously combines musical rhythm games with exercises for cognitive training, while the exercises are designed to correlatively combine movements with the concept of acupressure points. Incorporating the concept of acupressure points can motivate participants to complete the exercises. The system has the features of being improvable and expandable based on modular design. The system framework is divided into three parts: first, the motion sensing controller (MSC) can detect a trainee’s slapping motions during cognitive training; a variety of installation methods are designed to flexibly coordinate with a user’s conditions, slapping motions and acupressure points for application. Next, the rhythm game is a set of games combining images and musical rhythms. Games can be developed to correspond with different cognitive skills; in this study, relevant games have been developed for cognitive skills like processing speed, short-term memory, working memory, divided attention, and inhibitory function. Finally, the cognitive skill evaluation (CSE) uses the cognitive computer games to evaluate the user’s relevant cognitive skills. Sixteen healthy elderly people aged 65 or older are recruited for evaluation of the various modes and functions of this system. After four weeks of interventional training twice a week, the subjects’ cognitive skills such as short-term memory, divided attention, and inhibitory function improved significantly, and their overall cognitive function assessed by the Montreal Cognitive Assessment (MoCA) are also found to have improved. On the user’s feedback questionnaire, their self-evaluation of physical conditions, the difficulty levels of the games, and their continued willingness to use the system all receive good appraisals. It can be seen that the rhythmic cognitive computer games in combination with exercises as developed in this study is helpful and feasible for the cognitive training of the elderly.

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