Virtual Reality and Serious Games Digital Solutions for Remote Cognitive Screening of Older Adults

Author:

Rocha Nelson Pacheco1ORCID,Bastardo Rute2,Pavão João2,Gago Bruno1

Affiliation:

1. University of Aveiro, Portugal

2. University of Trás-os-Montes and Alto Douro, Portugal

Abstract

This chapter aimed to analyse state-of-the-art digital solutions based on virtual reality and serious games that might be used as a screening tool for cognitive impairment of older adults in their residential environments by identifying: (i) terminal equipment being used; (ii) interaction paradigms being reported; (iii) cognitive domains being assessed; and (iv) user-centred evaluations being conducted. A systematic electronic search was performed, and 41 studies were included. In terms of results, (i) personal computers and virtual reality setups were used by a significant number of studies, (ii) the most used interaction paradigm was simulation of daily tasks, (iii) memory, executive functions, and attention were the cognitive domains most assessed, and (iv) the proposed digital solutions were evaluated in terms of usability, feasibility, validity and reliability, and diagnostic accuracy. The results of the diagnostic accuracy studies that were reported indicate that the proposed solutions discriminate between normal cognition and nonnormal cognition.

Publisher

IGI Global

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