Digital Health Industry Team, National IT Industry Promotion Agency, Jincheon, Republic of Korea.
Culture Contents Technology Institute, Gachon University, Seongnam-si 13120, Gyonggi-do, Republic of Korea.
J Environ Public Health. 2022 Sep 27;2022:4403976. doi: 10.1155/2022/4403976. eCollection 2022.
Recently, cognitive serious games have successfully been employed to train cognitive abilities in elderly people with mild cognitive impairment, Alzheimer's disease, and related disorders. However, despite the continuous rehabilitation game design and its applications, the existing cognitive exercise games fall short of user interaction and personalized elements with regard to difficult levels, which leads to users leaving early and losing interests during the gameplay. In this regard, the purpose of the study was to design and develop the serious game inclusive of playful elements for user motivation, the web-based mobile application system for easy accessibility, and Artificial Intelligence- (AI-) based difficulty level adjustment system for prevention from earlier leaving out in the middle of the play so that the elderly users can feel entertaining and immersed into the cognitive game voluntarily. This study was designed as an eight-week pilot experiment with thirty-seven participants in their 60s to 80s for the game's usability assessment purpose. Results of the study showed that the AI-based cognitive exercise game was acceptable, interesting, and motivating for the elderly people and the test results before and after the eight-week training suggest a relationship between longer the training on the game and lower cognitive assessment scores including geriatric quality of life scale, geriatric depression scale, and Korean version of mini-mental state examination (MMSE). These correlations demonstrate the potential value of serious games in clinical assessment of cognitive status for the elderly users with varying cognitive ability. Based on these results, the elderly-centered serious game with playful element can be potentially used in clinical settings, allowing the cognitive training to be more enjoyable and more medically effective. Given these promising results, a more focused study can extend to the game system or additional game tools or features to be explored that solely target the elderly by applying AI and advanced visualization devices.
最近,认知严肃游戏已成功应用于训练轻度认知障碍、阿尔茨海默病和相关疾病老年人的认知能力。然而,尽管不断进行康复游戏设计及其应用,现有的认知训练游戏在难度级别方面缺乏用户交互和个性化元素,导致用户在游戏过程中早早离开并失去兴趣。在这方面,本研究旨在设计和开发一款具有游戏元素的严肃游戏,以激发用户的积极性,开发基于网络的移动应用系统,方便用户使用,以及基于人工智能的难度级别调整系统,以防止用户在游戏中途提前退出,从而使老年用户能够感受到游戏的娱乐性并自愿沉浸其中。本研究设计了一个为期八周的试验,共有 37 名 60 岁至 80 岁的参与者参与,目的是评估游戏的可用性。研究结果表明,基于人工智能的认知训练游戏对老年人来说是可以接受的、有趣的和有激励性的,并且在八周的训练前后的测试结果表明,在游戏上的训练时间越长,与认知评估得分越低呈正相关,包括老年生活质量量表、老年抑郁量表和韩国版简易精神状态检查(MMSE)。这些相关性表明严肃游戏在评估认知状态方面对认知能力不同的老年人具有潜在的临床价值。基于这些结果,具有游戏元素的以老年人为中心的严肃游戏可以潜在地应用于临床环境中,使认知训练更加愉快和更有效。鉴于这些有希望的结果,可以进行更有针对性的研究,扩展游戏系统或探索仅针对老年人的其他游戏工具或功能,通过应用人工智能和先进的可视化设备来实现。