proposed system for the assessment of mental
changes. Section 5 describes the system developed
in the Maintaining and Measuring Mental Wellness
(M3W) project: first, it summarizes the so-called
early pilot, then sketches the M3W ICT architecture,
presents the game categories, and finally introduces
the logging and scoring procedures. Section 6 dis-
cusses evaluation challenges and proposes several
approaches. Section 7 presents proofs of the detec-
tion method. Finally, Section 8 summarizes our
findings, and shows directions for further work.
2 COGNITIVE IMPAIRMENTS
The early sign of having a higher risk for a patholog-
ical decrease in cognition is called Mild Cognitive
Impairment, abbreviated as MCI (Werner, 2008); in
this state, conversion to dementia is much higher
(>10-15%) than with healthy older people. The im-
portance of recognizing the population at risk is
underlined by scientific data showing that treatment
initiated in the early phase can prolong this phase,
and improve the ability for independence (Budd,
2011). However, in the early phase of cognitive
decline symptoms do not manifest clearly, and may
remain unexplored for a longer period of time. Fur-
ther, it is not easy to identify the stage at which the
process becomes abnormal, and the affected person
requires serious attention, perhaps medical interven-
tion, as MCI is a set of symptoms rather than a spe-
cific medical condition or disease. A person with
MCI has subtle problems with one or more of the
following (Alzheimer’s, 2015):
• day-to-day memory,
• planning,
• language,
• attention,
• visuospatial skills (the ability to interpret objects
and shapes).
With early detection of MCI people at risk can
get advice, support and therapy in time. Early diag-
nosis also allows people to plan ahead while they are
still able to do so. As said above, cognitive decline
can be significantly slowed down in an early stage.
However, early detection is rare because cognitive
tests are usually performed only when there are
clear signs of cognitive deficit. The natural denying
effect by the older adult, their family members and
friends may lead to significant additional delays.
Traditional, validated, paper-based clinical tests
constitute the gold standard but they have several
drawbacks. Such tests require specialist centres and
highly trained professionals. Therefore, there is a
growing interest in the development of computerized
cognitive assessment batteries (Cantab, 2015),
(MindStreams, 2015), (Dwolatzky, 2011). However,
clinical tests, using either paper-based or computer-
ized methods, are made quite infrequently, provid-
ing too sparse snapshots of the cognitive perfor-
mance.
3 GAMIFYING MCI DETECTION
Regular home – remote – monitoring of changes in
mental state offers a powerful alternative, even if it
allows only relatively noisy and less targeted meas-
urements. It has the advantage of frequent assess-
ments, and thus it offers the possibility of evaluating
temporal trends. Current computerized and clinically
validated tests are not suitable for this purpose as
they have been developed for professional use; in
consequence, they are expensive, not entertaining,
and require the presence of medical staff. Therefore,
new measurement methodologies should be devel-
oped and validated, specifically for this strategy.
As more and more older adults use computers,
and many of them play computer games regularly,
this activity can be exploited for measuring their
performance in those games. According to some
experimental studies, this performance is related to
their cognitive state. In consequence, there is a
growing interest in the development of special com-
puter games for cognitive monitoring and training
purposes, addressing specific cognitive domains,
such as verbal fluency (Jimison, 2008), executive
functions (López-Martínez, 2011), or perceptual and
motor functions (Ogomori, 2011).
A major challenge in using computer games in-
stead of cognitive tests is that entertainment capabil-
ity and measurement power pose contradictory re-
quirements. There are three approaches in game
development for older adults, namely
• adapting well-known, popular games (e.g.,
chess, Tangram or Tic-tac-toe (Menza-Kubo,
2013), Find the Pairs, Freecell (M3W, 2015);
• transforming special clinical tests, e.g., Corsi
block-tapping, paired associates learning, Wis-
consin card sorting (M3W, 2015), into games;
• developing new games specially designed for
this purpose (López-Martínez, 2011).
Regular monitoring may be (1) controlled or (2)
voluntary. Controlled monitoring works only with a
highly motivated minority; since most older adults
are mentally healthy in the early monitoring period
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