A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy

dc.contributor.affiliationUniversidade de Santiago de Compostela. Departamento de Psicoloxía Evolutiva e da Educaciónes_ES
dc.contributor.authorNieto Vieites, Ana
dc.contributor.authorMallo López, Sabela Carme
dc.contributor.authorPérez Blanco, Lucía
dc.contributor.authorFelpete López, Alba
dc.contributor.authorLojo Seoane, Cristina
dc.contributor.authorFacal Mayo, David
dc.contributor.authorJuncos Rabadán, Onésimo
dc.contributor.authorPereiro Rozas, Arturo X.
dc.date.accessioned2024-01-29T12:16:22Z
dc.date.issued2023
dc.description.abstractThe design of a narrative video game for cognitive training of memory and executive functions in older adults with subjective and objective cognitive impairment is reported along with preliminary results on preferences (Study 1), user interaction experience (Study 2), and efficacy of the game (Study 3). A study of aesthetic preferences in backgrounds and avatars was implemented in 13 older adults, who were asked for their opinion on the acceptability of the plot. After completion of the design, a user interaction study was conducted in a sample of 19 older adults. In addition, a Matched Paired Experimental Design (MPED) was implemented as a preliminary test of the efficacy of the narrative video game in a sample of 22 participants with Subjective Cognitive Decline (SCD) and Mild Cognitive Impairment (MCI). Preferences for free violence content in videogames was supported in our sample of low-frequency adult gamers and acceptability of the plot was high. The video game was rated favourably by the older adults in terms of user preferences and acceptability. The results of the preliminary MPED study suggest that the video game could be a useful tool for cognitive training in SCD and MCI older adults.es_ES
dc.description.peerreviewedSIes_ES
dc.description.sponsorshipThis work was financially supported through FEDER founds (‘A way to make Europe’) by the Spanish AEI (Doi: 10.13039/501100011033; Refs. PID2020-114521RB-C21 and PSI2017-89389-C2-1-R) and by the Galician Government (Consellería de Cultura, Educación e Ordenación Universitaria; axudas para a consolidación e estruturación de unidades de investigación competitivas do Sistema Universitario de Galicia; GI-1807-USC: Ref. ED431C 2021/04).es_ES
dc.identifier.citationAna Nieto-Vieites, Sabela C. Mallo, Lucia Pérez-Blanco, Alba Felpete-López, Cristina Lojo-Seoane, David Facal, Onésimo Juncos-Rabadán & Arturo X. Pereiro (2023): A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy, Behaviour & Information Technology, DOI: 10.1080/0144929X.2023.2220042es_ES
dc.identifier.doi10.1080/0144929X.2023.2220042
dc.identifier.issn0144-929X
dc.identifier.issn1362-3001
dc.identifier.urihttp://hdl.handle.net/10347/32033
dc.language.isoenges_ES
dc.publisherTaylor & Francis Groupes_ES
dc.relation.publisherversionhttps://www.tandfonline.com/doi/abs/10.1080/0144929X.2023.2220042es_ES
dc.rightsCC BY-NC-NDes_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectCognitive traininges_ES
dc.subjectMild cognitive impairmentes_ES
dc.subjectSubjective cognitive declinees_ES
dc.subjectNarrative video game designes_ES
dc.subjectUsabilityes_ES
dc.titleA narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacyes_ES
dc.typejournal articlees_ES
dc.type.hasVersionAMes_ES
dspace.entity.typePublication
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