Home // SMART ACCESSIBILITY 2017, The Second International Conference on Universal Accessibility in the Internet of Things and Smart Environments // View article
The Clinical Potential of a Cognitive Training Program Embedded in an Adaptive Video Game
Authors:
Martina Ratto
John Harrison
Keiron Sparrowhawk
Paul Cliveden
Keywords: assessment & training; gamification; adaptive video games; performance improvements
Abstract:
Cognitive training programs commonly involve single game features, but they are rarely embedded in a complete, adaptive video game where the player can experience game-flow. The aim of this paper is to present a video game designed to train users’ cognition across five key domains and to describe its potential. The training program is calibrated based on the individual scores obtained in a selfadministered, online assessment targeting attention, working memory, episodic memory, executive function, and processing speed, which is automatically linked to the video game software, adapting itself to the player’s progress. Structural features in the game contribute to creating an engaging experience for the users. Successful examples of implementation of the program have been tested in diverse settings, including educational programs and clinical trials. Improvements in cognitive function and transfer effects in academic and everyday life skills and behavior have been demonstrated and show promise for further analyses. The adaptive mechanisms and the game-like structure of the presented training program make it a potentially valuable starting point for further research on innovative cognitive programs.
Pages: 10 to 13
Copyright: Copyright (c) IARIA, 2017
Publication date: March 19, 2017
Published in: conference
ISSN: 2519-8378
ISBN: 978-1-61208-589-0
Location: Nice, France
Dates: from March 19, 2017 to March 23, 2017