ADE2: Towards a Method for Implementing Serious Games for
Older People's Memory Training
Priscila Cedillo
a
, Jefferson Arias
b
, Emily Arteaga
c
, Cristina Sánchez-Zhunio
d
and Daniela Prado-Cabrera
e
Department of Computer Science, Universidad de Cuenca, Av. 12 de abril s/n, Cuenca, Ecuador
Keywords: Serious Games, Older Adults, Human-Computer Interaction, User Experience, Memory, Attention, Software
Engineering, Health Care.
Abstract: Over the years, cognitive deterioration appears, which is even more evident as age increases; therefore, it
requires attention and treatment. Among the older adults' primary needs are learning and entertainment. These
needs promote older people, caregivers, and health personnel to seek technological solutions that help during
their free time while training the executive functions in the home or gerontological centers. Hence, serious
games can teach without neglecting entertainment and fun. Thus, it is necessary to develop techniques,
methods, tools, or standards for creating serious games by following a process that considers all the needs and
specific characteristics of older adults. Hence, this paper presents a method named ADE2 that aims to facilitate
the development of serious games for older adults aligned to usability standards, human-computer interaction
(HCI) techniques, and healthcare and software engineering experts' considerations. Evaluating the feasibility
of the method has been presented the construction of a serious game and a case study that evaluates the game's
use perception. The evaluation was developed from the point of view of the psychological area and the end-
user (older adult).
1 INTRODUCTION
The older adult population's growth has motivated
researchers to look for ways to preserve these
individuals' cognitive functions (e.g., attention,
memory). Here, technological applications can
provide positive support to reach that objective
(Portugal et al., 2013); those applications can be
applied at different treatment stages. Depending on
the intervention's time and cognitive deterioration
level, they can be classified as primary, secondary,
and tertiary interventions, being the primary
intervention when there are no manifestations of
illness (Alves et al., 2009; Yanguas, 2007). These
cognitive functions' training allows the older adult to
have a greater degree of independence (Lustig et al.,
2009).
a
https://orcid.org/0000-0002-6787-0655
b
https://orcid.org/0000-0002-8131-7637
c
https://orcid.org/0000-0003-3411-878X
d
https://orcid.org/0000-0002-9952-4853
e
https://orcid.org/0000-0003-1241-1782
This objective can be achieved through serious
games, which are technological applications that
entertain and are also used as tools that promote
learning, cognitive-affective stimulation, among
others, contributing to cognitive aspects, skills, and
abilities, aspects socializers, and digital literacy
(Ledo Rubio et al., 2016; Selzer et al., 2006).
Moreover, with serious games, the Human-
Computer Interaction (HCI) accessibility criteria
must be considered, consisting of appropriately
detailed and documented activities to obtain a robust
design. HCI allows the consideration of the player's
characteristics, the interactions during the game, and
the game's behavioral implications to include in the
solutions. Therefore, better games can be designed
and developed for society. Besides, the combination
of serious games with HCI allows inquiring more
deeply into the positive or negative impact of end-
users with those solutions.
46
Cedillo, P., Arias, J., Arteaga, E., Sánchez-Zhunio, C. and Prado-Cabrera, D.
ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training.
DOI: 10.5220/0010456900460056
In Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health (ICT4AWE 2021), pages 46-56
ISBN: 978-989-758-506-7
Copyright
c
2021 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
To design serious games for older people, it is
necessary to address the support of semantic and
communicative components of knowledge to form
effective tools to train the attention and memory of
this population (Marchetti et al., 2015). Said
information can be obtained, stored, retained, and
later retrieved, which are aspects that older adults
must maintain in constant training (McLeod, 2013).
Several primary studies address the creation of
serious games for end-users in different domains and
knowledge fields. In this sense, Bouchard et al.
(2012) present a serious game focused on older adults
with Alzheimer's, but at a tertiary intervention level,
without considering the first stages of intervention.
Although this contribution is interesting and presents
a positive tool for people, it does not report any health
experts' feedback. Lin et al. (2018) developed serious
games to be used in a technological laboratory; these
games focus on older people's attention and memory.
These serious games are adjusted to physical abilities
and cognitive functions, but whether older adults can
use serious games is not considered. Although those
solutions represent important tools for older people,
they do not report the steps involved in their
implementation; thus not considering the roles of
each expert, the accessibility criteria (Pesántez et al.,
2020), or a clear description of aspects that need to be
considered to reach a target effective serious game.
Consequently, it is necessary to have a method that
allows the creation of serious games considering all
needed aspects for their implementation.
This paper presents a method for creating serious
games named ADE2. This method includes all
aspects related to the accessibility and good practices
to reach effective serious games for older people;
those games are oriented to satisfy the training of
specific cognitive functions (i.e., attention, memory).
Therefore, the main contributions of this research are:
i) An initial version of ADE2 method, its activities,
guidelines, and artifacts involved ii) the
implementation of a serious game which has been
built considering each step of ADE2, iii) a case study
that shows the use of the serious game oriented to
train the attention and memory, which has been used
by two older adults and two psychologists, their
perceptions after they have tried and their feedback
about the experience playing the game. This serious
game was also evaluated in a controlled environment;
due to the COVID-19 pandemic, the test with a higher
number of participants is left as future work.
This article has the following structure: Section 2
presents related work. Section 3 presents the ADE2
method. Section 4 shows the viability of the method
by creating a serious game step by step. Section 5
contains a case study where older people and health
experts are involved. Furthermore, in Section VI,
conclusions and future work are presented.
2 RELATED WORK
Studies that present serious games' methodologies
and development to training attention and memory
are analyzed in this section. The aim is to check if
there are methods to build serious games focused on
older adults, which provide training and evaluation of
attention and memory.
Tost et al. (2014) and Tong & Chignell (2014)
present serious games development using traditional
software engineering methodologies such as agile
methodology. Lin et al. (2018) present a serious game
development to stimulate older adults' cognitive and
physical functions without presenting the approach,
methodology, or development technique that shows
that it is necessary to apply accessibility criteria for
older adults.
On the other hand, Bouchard et al. (2012) present
a development approach where guidelines are
addressed to design and implement serious games that
adapt to older adults' needs using artificial
intelligence techniques and difficulty adjustment.
Likewise, Blasko et al. (2014) describe the
development of a game (SPOT), which has the
advantage of improving attention deficit disorder and
cognitive problems in older adults. Savazzi et al.
(2018) also describe a serious game for
neurorehabilitation; physiotherapists validated this
solution.
Rodriguez-Fortiz et al. (2016) present the
development of serious games on a web platform that
can improve accessibility from a computer or mobile
device, where it is possible to develop serious games
by focusing on the design of interfaces for the elderly
population and its multiple needs.
Facing the psychological aspects, so far, it has
been determined that older adults can significantly
improve their cognitive skills through the constant
use of a serious game. This is supported by the study
of Chi et al. (2017), who present the design of a game
package called "Smart Thinker," which is presented
to improve the subject's basic cognitive skills.
Related to the presented solutions, it is possible to
conclude that there is no methodology to create
serious games where guidelines are applied for an
effective design for older adults, which is able to
fulfill the objective of training and evaluating
cognitive functions and have it validated by software
engineering and healthcare experts.
ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training
47
3 THE ADE2 METHOD
For the creation of a serious game to train and
evaluate the cognitive functions of an older adult, a
development method has been created, which
integrates accessibility features and considered the
participation of several professionals in different
knowledge areas (e.g., psychologists, software
engineers, project specialists, among others).
3.1 ADE2
The first phases to build serious games are based on
two models: ADDIE (Bhushan & Bhushan, 2006),
which is used for software development, and
DODDEL (McMahon, 2007), which is used to create
serious games. The ADDIE model was used to
capture requirements, implementation of the
application, and the evaluation of the solution; the
DODDEL model was used to carry out the situation
analysis document, the design of the solution because
this model is oriented to the design of games, the
evaluation of the application to elaborate documenta-
tion and the delivery. The ADE2 method is that it is a
pipeline process, which provides the advantage of
continuity with the domain expert throughout each
artifact, especially in terms of cognitive functions.
The ADE2 method contains the following phases: i)
analysis of the situation, ii) analysis of requirements,
iii) design, development, iv) evaluation, and v)
delivery; these phases are presented in Figure 1. Also,
in each of the steps, verification and validation are
carried out. Initial specifications are checked at
verification, and validation consists of meeting the
needs of all those involved (Sommerville, 2016).
These phases are explained below:
Figure 1: Main Method for building serious games for older people (ADE2).
ICT4AWE 2021 - 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health
48
3.1.1 Analyzing the Situation
This activity is shown in Figure 1(1), where the
participants are the domain expert, the requirements
engineer, and the project manager. The following
guidelines are used based on the domain specification
document: geriatric protocols and geriatric standards,
as shown in Figure 1(a)(b) to obtain the artifact called
domain analysis document. In this document, users
will find detailed context, environment, and
objectives to which the serious game will be destined
(see Figure 1(c)).
3.1.2 Analyzing the Software Requirements
This activity is based on the domain analysis
document (see Figure 1(2)). Here, the requirements
engineer, the domain expert, and the project manager
perform the requirements' formal specifications. The
Ambient Assisted Living (AAL) & Elderly *
Requirements Method guide can be used by actors
such as the video game designer and the Human-
Computer Interaction (HCI) expert who expands the
specification of requirements. If the serious game is
focused on the environment of assisted living, it may
be more robust and useful for this type of
environment.
3.1.3 Designing
This activity is shown in Figure 1(3); the HCI expert,
and the videogame designer, carry out the game's
prototyping through the use of a prototyping tool.
This prototype must consider the following
guidelines: WCAG 2.1 & WAI-AGE by W3C
accessibility criteria and HCI design principles. Using
the guide called theoretical framework helps choose
the most appropriate technologies to perform serious
game development.
3.1.4 Development & Deployment
In the game's development and implementation, the
software engineer and designer use the Ambient
Assisted Living (AAL) & Elderly * UI Creation
Method to implement user interfaces that are easy to
understand and use for an older adult (see Figure
1(4)).Then, the quality engineer and the developer
carry out the game's implementation. To move to the
evaluation phase, the project manager must accept the
final version of the game, which must not contain
errors, and comply with the requirements raised in the
initial step of the ADE2 method.
3.1.5 Evaluation
This activity is shown in Figure 1(5). Once the
previous activity artifacts have been obtained, the
tester and the quality engineer develop the user
manual and perform the game's final tests. The final
artifact will be achieved, a serious game; the project
director will deliver it in the last step.
3.1.6 Delivery and Feedback
This activity is shown in Figure 1(6). As a final phase,
the project director, and the software engineer, deliver
the game for later use by an older adult.
3.2 Artifacts in the ADE2 Method
3.2.1 Domain Specifications Document
This document specifies the environment in which the
user is located, what are the limitations of the
environment, and other characteristics that the
domain expert, in this case, the health area, considers
necessary to describe. This document is made to have
a clear idea of the environment and adapt the
requirements to it. Also, geriatric protocols and
standards should be incorporated because they belong
to the technical-administrative aspect that influences
older people's quality of care.
3.2.2 Domain Analysis Document
Here, it is possible to obtain the most relevant
information to document the situation's analysis in a
more summarized way. This document describes the
application's purpose, the limitations, the users, the
main characteristics, and the experts' requirements.
3.2.3 Requirements Specification
For the requirements specification, aspects must be
obtained related to environmental and contextual
details in which the application will be made. The
final application design restrictions should include
the user-persona document (Institute of Electrical and
Electronics Engineers, 2008). This document details
the characteristics of the user who will use the
application. It is convenient for designers when
sketching the application.
3.2.4 Serious Game Design
The user-persona and requirements specification
documents must be considered to develop the
prototype. At this point, several aspects should be
ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training
49
addressed: if the solution is responsive, allows
collaborations in real-time, the operating system in
which it runs, and the type of approach. Also,
accessibility criteria must be considered, which
provide information on the typography, fonts, and
multimedia necessary to develop applications for
older adults.
The HCI principles are another necessary task in
the design because, in these principles, there are
activities that must be included in the design to make
it more user-friendly, such as shortcuts and
informative comments.
3.2.5 Framework
It is necessary to start by developing a theoretical
framework document, in which it is specified which
of the possible frameworks meets the requirements to
carry out the application. Once a framework has been
chosen, all the advantages, disadvantages, and
characteristics must be included in the theoretical
document.
3.2.6 Serious Game Pre-tested &
Deployment
Once the game has been developed in the chosen
framework, it could finally be deployed. This activity
provides the first test run of the application and the
documentation with its results, errors, and solutions.
In the ADE2 method, this is considered one of the
most important deliverables, because it is the first
version of the application developed. It is important
to add that you can return to this stage as many times
as necessary until the game works correctly.
3.2.7 Platform and Environment
Configuration
This activity should include the components that will
allow for the application to be tested. Among these
components are the operating system and the
application parameters for later use by end-users. The
application must follow the detailed specifications
within the requirements analysis document and
comply with the accessibility criteria and HCI
principles.
3.2.8 Serious Game Tested
Once the application has successfully passed the tests
according to the inputs and all corrections and
recommendations have been resolved, the application
will finally be ready for deployment.
3.2.9 Report & Documentation
This document should include all the failures of the
tests and the expert's recommendations in the domain.
It must match the requirements specification.
3.2.10 User Manual
This document must specify the functionalities
available in the application, the buttons and their
action, and everything about installing the application
if required.
3.2.11 Serious Game Deployed & Ready to
Use
Once all the documents have been developed and the
application is ready, it is necessary to install it on the
platform or environment specified in the
requirements document for final use.
3.3 Guidelines in the ADE2 Method
3.3.1 Geriatric Protocols & Standards
Including Geriatric Protocols and Standards is one of
the advantages of ADE2. These are the contents that
the domain expert provides to the project manager to
have a clear idea about approaching the end-users.
There are specifications in these protocols and
standards according to the environment and the older
adults' needs.
3.3.2 Requirements Template
To make a correct specification of requirements, it is
essential to follow the IEEE 830 standard (Institute of
Electrical and Electronics Engineers, 2008). In this
standard, the purpose, the scope of the system,
definitions, an overview, perspectives, functions of
the system, product, specific requirements, and others
can be specified.
3.3.3 User Persona Template
ADE2 recommends the use of the personal data
template. This template must be filled with end-user’s
information. The information about the motivations,
frustrations, hobbies, and other activities and attitudes
of the end-user are found. Figure 2 provides an
example of the user persona template.
ICT4AWE 2021 - 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health
50
Figure 2: Example of a user-persona template.
3.3.4 Accessibility Criteria
Another advantage of ADE2 is the accessibility
criteria because, in this, the interface development
process is found, but focused on a particular end-user
(Arch, 2008). This document will present the size and
style of the text, the contrast, color, multimedia, and
others that need to be adapted to the design for better
user acceptance (see Table 1).
3.3.5 Prototype Tool
The prototyping tool must be the one that meets the
requirements and best adapts to the accessibility
criteria and the user persona template.
Table 1: Accessibility Criteria.
Type Description
Text size Most of the older adults have visual
problems; therefore, they need the text
size to be of considerable size for later
use.
Text type
and style
The text type or style can be easily or
difficultly viewed by the older adult, it
depends on visual problems.
Contrast
and color
It is used to distinguish the visual
elements within the game.
Multimedia These resources guide users to carry out
the tasks easily.
Text to
speech
This parameter can be used by users who
have a large percentage of vision loss;
thus, they can overcome these types of
obstacles through their voice, such as,
for example, filling in the space of their
name if required.
It is important to note that various prototyping tools
should be considered and, their respective advantages
and disadvantages should be listed. This will guide
the choice of a tool that meets the specifications
required for the prototype.
3.3.6 Theoretical Framework
This document provides information on the type of
candidate technologies used for the back-end and
front-end, their advantages and disadvantages to
facilitate the actors' implementation and design
process.
3.3.7 Design HCI Principles
Table 1 presents the HCI design principles; it is a
guide that helps the designer to create an application
that meets the requirements that are necessary to
create a cleaner and more user-friendly application
(Sosa-Tzec & Siegel, 2014).
HCI design principles have their guidelines for
any operating system. It features activities such as
using shortcuts, reporting task findings, offering
simple error handling, and more.
4 DEVELOPMENT SERIOUS
GAME USING ADE2
In this section, the six activities involved in the ADE2
method have been applied to create a puzzle game.
Each of these activities is described at a high level and
is detailed in Figure 3. The serious game's goal is to
ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training
51
reinforce an older adult's memory; it is based on self-
recognition through the use of their photographs. This
serious game represents an essential resource for the
patient's training and cognitive rehabilitation at home
and in a health center. Therefore, there is a current
trend for procedures to design and apply intervention
programs to promote patient motivation and
minimize the total treatment time.
In Figure 4, the interface of the puzzle game is
shown. This game is available at the following URL:
https://puzzlegame-8ab23.web.app/home.
To access the game, the user must be registered in
the system through a personal ID number. Then the
user selects the desired image to start the assembly of
the puzzle.
Figure 3: Steps to create the serious game using the ADE2 method.
1. Analysis of
the situation
1.1 Analysis of the situation:
The Project Manager and the Domain Expert
define:
a) The most common diseases associated with
attention and memory in an older adult.
b) The main needs of an older adult based on
geriatric standards and protocols.
2. Analyzing the
software requirements
2.1 Establishment of game
requirements:
The Project Manager, based on the
situation analysis document, performs the
requirements specification (IEEE 830
Template [23]), so all the previously
raised needs are met by the puzzle game.
2.2 Selection of user person
template:
The Domain Expert chooses a
user-person template, which serves
to obtain the greatest amount of
relevant information, to be used in
the game design phase.
3.1 Selection of prototype tool:
The Project Manager and the
HCI Expert select a tool to carry
out the prototyping of the
application, they take the
different considerations for the
design, to improve user
experience in using the serious
game.
3.2 Elaboration of the
prototype:
The Designer and the
Video Game Designer
make the prototype of the
application using the tool
selected in 3.1.
3.3 Selection of the
theoretical framework:
The Project Manager and
the Video Game Designer,
choose the technology to
carry out the development
and implementation process
of the application.
3.4 Interface design:
The Project Manager
approves the final sketch
of the graphical
interfaces, these sketches
meet each of the
requirements that were
raised in the initial
activities.
3. Design
4. Development & Deployment
5. Evaluation
6. Delivery
and feedbak
4.1 Development:
Once the deliverables of phase
3.3 have been defined, in which
the technologies to implement
the game must be chosen, in this
case they were angular and
typed, the Developer proceeds to
carry out the task of
implementing the puzzle game.
4.2 Deployment:
The Developer has
deployed the platform in
a web environment for
easy access. The game is
available at the following
URL: https://
puzzlegame-
8ab23.web.app/home.
5.1 Testing:
The Development Team is in
charge of:
a) Identify game programming
errors and correct them.
b) Make a user manual
c) Document the source code
for new versions.
6.1 Delivery and feedback:
Finally, the Project
Manager delivers the
developed application,
which was oriented towards
a web environment, so it is
easily accesible to older
adults.
ICT4AWE 2021 - 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health
52
5 CASE STUDY
A game built following the ADE2 method was
evaluated through a case study. It follows the
methodology proposed by Runeson et al. (2012). The
activities to be followed during the execution of the
case study are i) design, ii) ethical considerations, iii)
preparation for data collection: procedures and
protocols for data collection are defined, iv)
collecting evidence: execution with data collection on
the studied case, v) analysis of collected data and
reporting, and vi) threats of validity analysis.
Figure 4: Puzzle game and units of analysis.
5.1 Design
Here, the main objective is to know the perceptions
of health personnel and end-users regarding serious
games created for cognitive training. In this context,
the research questions are i) How does the
psychologist perceive the technological solution's
clinical utility? And ii) How does the end-user
perceive the usefulness of the technological solution?
The case study method is holistic-multiple, and the
units of analysis are presented in Figure 5. The case
study method is embedded-unique, and the units of
analysis are presented in Figure 5. In this case, it
corresponds to an embedded-unique case study. Due
to within a case, multiple units of analysis are studied.
It is considered unique because two particular
phenomena are explored in a single context (Runeson
& Höst, 2009).
Figure 5: Embedded unique method.
5.2 Ethical Considerations
Although a research study is primarily based on trust
between the investigator and the case (Amschler &
Pradhan, 2001), some explicit prevention measures
have been considered to prevent future problems. The
main ethical factors included in this case study's: i)
informed consent, ii) review of board approval, iii)
confidentiality, and iv) feedback.
5.3 Preparation for Data Collection
Two surveys have been designed based on the
Technology Acceptance Model (TAM) proposed by
Davis (1985). This model consists of evaluating the
Perceived Ease Of Use (PEOU), the Perceived
Usefulness (PU), and the Intention To Use (ITU) in
the future. The designed surveys were focused on the
elderly and the health expert. This questionnaire, as it
is shown in Appendix 1, uses a 5-point Likert scale.
5.4 Collecting Evidence
The game was presented to two older adults with the
support of two different experts in cognitive health
(Psychologist) (see Figure 6). Participants have been
selected by convenience of therapeutic groups. Then,
the professional and the end-user answered the survey
questions.
Figure 6: Case study with older adults and an expert in the
area of healthcare.
5.5 Data Analysis and Results
Reporting
The average of the responses obtained for each
construct of TAM was calculated (see Figure 7).
With this, it was concluded that both health experts
and older adults mention that the puzzle steps are easy
to understand; besides, this technological input can
reduce cognitive training time and effort. They also
rescue that it is a useful input since it allows the
ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training
53
patient's cognitive training; for this reason, it could be
used in the future.
5.6 Threats of Validity
The four threats that can put the case study at risk
have been analysed, these are presented by Cook &
Campell (1979) and are detailed below:
Figure 7: Results of the case study: user perceptions.
5.6.1 Construct Validity
Construct validity focus on the relation between the
theory behind the case of study and the observation.
To analyse whether the operative measures studied
represented what the researchers had planned to
investigate and what they investigated.
For this step, validated questionnaires were used,
which have an ideal Cronbach's alpha; thus, the
interview questions' constructs will be interpreted in
the same way by the researcher and the people
interviewed.
5.6.2 Internal Validity
Depending on how the subjects in a group are
selected, the selection effects may vary. In this study,
the age, educational level, profession, and any
previous experience that the participants have with
technology could influence the ease of use when
using the proposed solution.
5.6.3 External Validity
The selection of the sample of individuals who
participated was made at convenience. Due to the
COVID-19 pandemic, access to the elderly
population is restricted.
5.6.4 Reliability
From the interviews to the analysis, the evidence
chain was carried out respecting the data's literality.
Moreover, the qualitative responses were quantified
using a Likert scale to avoid introducing
interpretation bias.
6 CONCLUSIONS AND FUTURE
WORK
The ADE2 method considers design aspects for older
adults based on standards and protocols in creating
serious games to train and evaluate cognitive
functions, creating the prototypes following the
domain analysis document and the individual user
allows for a clearer design that goes hand in hand with
the end-user and the recommendations of the health
expert.
This method is designed to be applied in the
engineering of serious game development for older
adults in a scalable or iterative way. To test the
viability of the method, a serious game consisting of
a puzzle has been built. It has been presented to two
psychologists (health care personnel) for evaluation
and two older adults to use the serious game who is
the direct manager to consider the interest and
usability that will be provided in the application. The
results show that the game is perceived as easy to use
and as useful. Finally, in future work, each task of the
ADE2 method will be studied in depth to expand and
specialize each activity, role, and guide that
intervenes in each phase; it is also expected to
evaluate the method with experts in software
engineering through controlled experiments and
evaluate the game with more populations to present a
discussion complete of the results obtained.
ACKNOWLEDGMENT
This work is part of the following research projects:
“Fog Computing applied to monitor devices used in
assisted living environments; case study: platform for
the elderly people”, “Design of architectures and
interaction models for assisted living environments
aimed at older adults. Case study: playful and social
environments” and “Integration of New Technologies
for the Design of Cognitive Solutions in Ambient
Assisted Living for Elderly People: Evaluation of
Attention and Memory Areas”. Therefore, we thank
DIUC of Universidad de Cuenca and CEDIA for its
support.
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ADE2: Towards a Method for Implementing Serious Games for Older People’s Memory Training
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APPENDIX 1
These questions have been applied to psychologist and
older adults
1. I found the puzzle complex and difficult to follow
2. I believe that the puzzle could reduce the time and effort
required for cognitive training
3. In general, the puzzle is difficult to understand
4. The steps to solve the puzzle are clear and easy to
understand
5. In general, I consider the puzzle to be useful
6. The puzzle is difficult to learn
7. I consider that the puzzle is useful to improve the cognitive
training process, specifically to improve the ability to
remember events of daily life
8. If I need to use a tool for cognitive training, I would
consider this puzzle in the future
9. I think the puzzle is NOT expressive enough to define how
it is solved
10. The use of this puzzle could improve the patient's
cognitive performance
11. I believe that patients can easily master the puzzle
12. In general, I think that the puzzle CANNOT be used as an
aid to improve performance in remembering certain objects
and events
13. If necessary, I would use this puzzle in the future
14. I would not recommend the use of the puzzle
15. Do you have any suggestions on how to make this game
easier to use?
16. Why you do or do not intend to use this game in the
future?
ICT4AWE 2021 - 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health
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