With the increase in the number of people aged 60 years and older, it becomes essential to promote active ageing. Adequate cognitive training activity can preserve older adults' health conditions, allowing them to live autonomously longer. However, older people often have difficulties with the use of digital technologies and risk being excluded from these. For this reason, this work proposes a solution that introduces older adults to new technologies while maintaining a familiar appearance to them. The solution proposed is Micogito, a web serious game that exploits the book metaphor for cognitive stimulation of older adults. It supports tasks which replicate daily living activities, and has been conceived, and designed to stimulate the most implicated cognitive functions in ageing and particularly in mild cognitive impairment. In its design and implementation, guidelines useful to make web applications accessible and usable for the target users were considered. We also report on a first user test with older adults, to assess the effectiveness of this approach, which provided useful and encouraging feedback, and discuss some lessons learnt.

Micogito: a serious gamebook based on daily life scenarios to cognitively stimulate older adults

Palumbo V.;Paterno' F.
2021

Abstract

With the increase in the number of people aged 60 years and older, it becomes essential to promote active ageing. Adequate cognitive training activity can preserve older adults' health conditions, allowing them to live autonomously longer. However, older people often have difficulties with the use of digital technologies and risk being excluded from these. For this reason, this work proposes a solution that introduces older adults to new technologies while maintaining a familiar appearance to them. The solution proposed is Micogito, a web serious game that exploits the book metaphor for cognitive stimulation of older adults. It supports tasks which replicate daily living activities, and has been conceived, and designed to stimulate the most implicated cognitive functions in ageing and particularly in mild cognitive impairment. In its design and implementation, guidelines useful to make web applications accessible and usable for the target users were considered. We also report on a first user test with older adults, to assess the effectiveness of this approach, which provided useful and encouraging feedback, and discuss some lessons learnt.
2021
Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI
Inglese
GoodIT '21: Proceedings of the Conference on Information Technology for Social Good
GoodIT 2021 - ACM International Conference on Information Technology for Social Good
163
168
978-1-4503-8478-0
https://dl.acm.org/doi/10.1145/3462203.3475889
ACM Press
New York
STATI UNITI D'AMERICA
Sì, ma tipo non specificato
9-11/09/2021
Rome, Italy
Serious games
Cognitive stimulation
Older adults
Gamebook
2
partially_open
Palumbo, V.; Paterno', F.
273
info:eu-repo/semantics/conferenceObject
04 Contributo in convegno::04.01 Contributo in Atti di convegno
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Descrizione: Micogito: a serious gamebook based on daily life scenarios to cognitively stimulate older adults
Tipologia: Versione Editoriale (PDF)
Dimensione 1.59 MB
Formato Adobe PDF
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/399342
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