ArticleFrontiers in psychology2017
Development and Evaluation of a Cognitive Training Game for Older People: A Design-based Approach.
Article in Frontiers in psychology, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 15 papers, 1 of them a synthesis that pooled it.
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Who cites it
15 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Training Cognitive Functions Using Mobile Apps in Breast Cancer Patients: Systematic Review.JMIR mHealth and uHealth · 2019Pooled it
- Article
- Home-Based Multimodal Exergame Prototype for Patients With Chronic Stroke: Cross-Sectional Content Validation and Prospective Single-Arm Feasibility Study.JMIR serious games · 2026Article
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Facilitators, barriers, and recommendations for mobile health applications among Chinese older populations: a scoping review.BMC geriatrics · 2025Article
- Fine Tuning of an Advanced Planner for Cognitive Training of Older Adults.European journal of investigation in health, psychology and education · 2025Article
- Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience.JMIR serious games · 2024Article
- Factors Associated With the Experience of Cognitive Training Apps for the Prevention of Dementia: Cross-sectional Study Using an Extended Health Belief Model.Journal of medical Internet research · 2022Article
- Article
- An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study.JMIR serious games · 2021Article
- Using Different Error Handling Strategies to Facilitate Older Users' Interaction With Chatbots in Learning Information and Communication Technologies.Frontiers in psychology · 2021Article
- Smart Environments and Social Robots for Age-Friendly Integrated Care Services.International journal of environmental research and public health · 2020Article
- A Mobile App (iBeni) With a Neuropsychological Basis for Cognitive Stimulation for Elderly Adults: Pilot and Validation Study.JMIR research protocols · 2018Article
- Differentiating cognitive or motor dimensions associated with the perception of fall-related self-efficacy in Parkinson's disease.NPJ Parkinson's disease · 2018Article
- Smartphone Applications Can Serve as Effective Cognitive Training Tools in Healthy Aging.Frontiers in aging neuroscience · 2017Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future.
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