ArticleScientific reports2024
Validation and comparison of virtual reality and 3D mobile games for cognitive assessment against ACE-III in 82 young participants.
Article in Scientific reports, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
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Who cites it
4 citing papers in PubMed.
- Virtual Reality Gamification of Visual Search, Response Inhibition, and Visual Short-Term Memory Tasks for Cognitive Assessment: Experimental Study.JMIR formative research · 2025Trial
- The CARE study protocol: game-based cognitive assessment via recreational engagement in patients with mild cognitive impairment in India.BMC geriatrics · 2026Article
- Exploring the sensitivity of episodic and spatial memory tests to healthy and pathological cognitive aging.Frontiers in aging neuroscience · 2025Article
- Navigation performance in virtual reality-based cognitive assessment games as a candidate digital cognitive marker of hippocampal vulnerability: a scoping review.Alzheimer's & dementia (Amsterdam, Netherlands)Review
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Authors and funding
3 authors.
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No grant is acknowledged in the PubMed record.
Abstract
Current medical and clinical ecosystem for dementia detection is inadequate for its early detection. Traditional cognitive assessments are introduced after cognitive impairment has begun to disrupt the real-world functioning of the person. Moreover, these tools are paper-pen based and fail to replicate the real-world situations wherein the person ultimately lives, acts and grows. The lack of tools for early detection of dementia, combined with absence of reliable pharmacological cure compound the problems associated with dementia diagnosis and care. Advancement of technology has facilitated early prediction of disease like cancer, diabetes, heart disease, but hardly any such translation has been observed for dementia or cognitive impairment. Given this background, we examine the potential of Virtual Reality (VR) and 3D Mobile-based goal-oriented games for cognitive assessment. We evaluate three games (2 in VR, one in mobile) among 82 young participants (aged 18-28 years) and compare and contrast the game-based results with their Addenbrooke Cognitive Examination (ACE-III) scores. Three main analysis methods are used: Correlative, Z-score and Regression analysis. Positive correlation was observed for ACE-III and game-based scores. Z-scores analysis revealed no difference between the two scores, and stronger statistical significance was found between game scores and cognitive health factors like age, smoking compared to ACE-III. Specific game performances also revealed about real-world traits of participants, like hand-use confusion and direction confusion. Results establish the plausibility of using goal-oriented games for more granular, time-based, and functional cognitive assessment.
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