Bauge Krister, Babic Ankica
Department of Information Science and Media Studies, University of Bergen, Norway.
Department of Biomedical Engineering, University of Linköping, Sweden.
Stud Health Technol Inform. 2025 Jun 26;328:178-182. doi: 10.3233/SHTI250697.
This paper presents a qualitative review of digital systems and games for cognitive testing and training in older adults. The primary literature was sourced from PubMed, Scopus, and Google Scholar (2010-2024), with a secondary scan (Dec 2024-Mar 2025) using targeted keywords and the Google Play Store. While cognitive training apps are widespread, validated self-assessment tools remain scarce. Clinical systems offer higher validity but are often inaccessible to non-expert users. Some digital games show promise in enhancing specific cognitive functions, though broader outcomes remain inconclusive. This review identifies key gaps in current solutions, particularly in accessibility, validation, and engagement for older users. By combining clinical and technical perspectives, the study aims to support the development of next-generation tools that integrate scientific validity, user-centered design, and technical innovation. The findings are intended to inform IT researchers and developers working at the intersection of digital health, aging, and cognitive technologies.
本文对用于老年人认知测试和训练的数字系统及游戏进行了定性综述。主要文献来源于PubMed、Scopus和谷歌学术(2010 - 2024年),并在2024年12月至2025年3月进行了二次检索,使用了目标关键词并检索了谷歌应用商店。虽然认知训练应用广泛存在,但经过验证的自我评估工具仍然稀缺。临床系统具有更高的有效性,但非专业用户往往无法使用。一些数字游戏在增强特定认知功能方面显示出前景,不过更广泛的结果仍无定论。本综述确定了当前解决方案中的关键差距,特别是在老年用户的可及性、验证和参与度方面。通过结合临床和技术视角,该研究旨在支持开发整合科学有效性、以用户为中心的设计和技术创新的下一代工具。研究结果旨在为在数字健康、老龄化和认知技术交叉领域工作的信息技术研究人员和开发人员提供参考。