Divided Attention in Computer Game Play: Analysis Utilizing Unobtrusive Health Monitoring
ABSTRACT Divided attention is a vital cognitive ability used in important daily activities (e.g., driving), which tends to deteriorate with age. As with Alzheimer's and other neural degenerative conditions, treatment for divided attention problems is likely to be more effective the earlier it is detected. Thus, it is important that a method be found to detect changes in divided attention early on in the process, for both safety and health care reasons. We present here a new method for detecting divided attention unobtrusively, using performance on a computer game designed to force players to attend to different dimensions simultaneously in order to succeed. Should this model prove to predict scores on a standard test for divided attention, it could help to detect cognitive decline earlier in our increasingly computer-involved aging population, providing treatment efficacy benefits to those who will experience cognitive decline.
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ABSTRACT: Cognitive training refers to theory-driven behavioral intervention, ideally supported by a strong conceptual framework and specified neurocognitive mechanisms. Within this field, neurotechnology promises many advantages, and a growing literature establishes technology-enabled cognitive training as a promising modality to promote positive cognition in consumer, research, clinical, and public health settings. Methodologic challenges remain, and specific cognitive training recommendations for healthy elders must be tentative in the context of an emerging evidence base.Current Neurology and Neuroscience Reports 09/2010; 10(5):374-80. DOI:10.1007/s11910-010-0124-4 · 3.67 Impact Factor
Article: Serious games for health[Show abstract] [Hide abstract]
ABSTRACT: Maintaining and restoring health is a basic aspect of well being. On the other hand, serious games is an emerging technology growing in importance for specialized training, taking advantage of 3D games and game engines in order to improve the realistic experience of users. Thus, according to the advancement of technology and the desire to achieve good health using an interesting and enjoyable way, different serious games for health have been proposed during the last few years. In this paper, we present the core process of serious games and explain their functionalities. Then, we survey more than one hundred serious games for health and propose new classifications in four different aspects. Finally, we use fifteen relevant characteristics to classify all the surveyed games and present them with plenty of graphs and charts with corresponding discussion.Entertainment Computing 12/2013; 4(4):231–247. DOI:10.1016/j.entcom.2013.09.002