Analysis of the Effect of a Serious Game on the Attention in the Elderly
Chun-Hsiang Ku
Since the last decade, Taiwan has entered the aging society. However, the proportion of the elderly population has continued to increase in recent years. Our primary purpose is to use serious game as a means of training the attention of the elderly and delay the decline of cognition. Serious game has a primary purpose other than pure entertainment and has been used in the past for various applications such as national defense, education, scientific exploration, healthcare, emergency management, city planning, engineering, religion, and politics. Our goal in this work is to design a customizable serious game based on cognition psychology on the Android tablet PC platform for the elderly. We invited 21 elderly subjects to play the game and perform tests done before and after the playing. In the pre- and pro-tests, we adopted a Visual Search task and the Attention Network Task (ANT) tests to study how the proposed serious game can affect the cognition abilities, especially attention, of a subject. The experimental results reveal that the accuracy of visual search, accuracy of attention network test, scores of alerting and orienting of the participants in the experiment group have significantly improved after the trainings on the serious game system. We also have received positive feedback on the gameplay from the participants, which shows that the proposed system is well accepted and can serve as an effective means for cognition training.
Category: Serious Game