Stimulating Brain Functions And Communication Using Digital Social Games



Secundino Correia, imagina, Coimbra, Portugal
Margarida Silva, imagina, Coimbra, Portugal


Track: Research
Presentation Topic: Building virtual communities and social networking applications for patients and consumers
Presentation Type: Oral presentation
Submission Type: Single Presentation

Last modified: 2014-09-03

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Abstract


Background: The constant increase in life expectancy in developed countries contributes to the ageing of society and greater occurrence of age diseases such as dementia. On the last years several technology-driven solutions specifically targeted to this audience claimed to be part of the solution. They mainly focus on brain gym on a computer user interaction basis, neglecting the social interaction so important for this group.
Objective: These findings motivated the interest of designing a gaming platform for brain training, in order to minimize the cognitive decline and fostering at the same time the social interaction.
We have nowadays the possibility of catalyzing technology, social platforms and serious games advancements, taking advantage of increasing devices mobility and accessibility for promoting a shift on the technology gadgets use perception by elderly, fighting loneliness and supporting inclusion.
Methodology: During the research project different methodologies are used. One adopted methodology is Design Science, with the main focus on knowledge generation from seeking solutions to real-world problems.
The different stages of development of the artifact interface contain small cycles that repeat themselves in the course of Design Science methodology. Thus in the first cycle we did a market benchmark and a survey. In the second cycle was made a reflective analysis regarding performance evaluation analysis of the solution of the first cycle. Finally, in the third cycle was adopted the user-centred design methodology through semi-structured interviews to end-users.
Results: The results were used to evaluate what already exists and to promote the effectiveness of a cognitive training program. At the same time we gather data about the life quality impact on older people and their receptivity to a platform of this kind, as well as users' preferences regarding features that this type of interface must have. The study provided some interesting data pointing to the introduction of new functionalities or reinforcing and validating options previously made.
One of the main results to enlighten is that the elderly are open to the use of technologies and the Internet, if they know the benefits that this will bring to them. In this way any interface that is designed for this population has to consider, always, their interests and package what they regard as important.
Conclusions: If on the one hand we want to promote inclusion by developing a platform aligned with emerging technologies and the rise of the social web, on the other hand we are competing with the resistance to the adoption of technology by part of this age group. However this stereotype is changing and tend to have less and less adherence to reality.
Active Brain is an online and offline platform running in different operating systems and different mobile devices, promoting the participation of the senior population in the society, fostering greater control and raising the quality of life and reducing the costs associated with ageing care. Active Brain promotes active and healthy ageing, with advantages over existing platforms, by combining socialization, integrated support in promoting a healthy lifestyle and social brain fitness games.

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