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Can Card Games Be Used to Assess Mild Cognitive Impairment?: A Study of Klondike Solitaire and Cognitive Functions

Authors:
  • Universidade de Lisboa, Faculdade de Medicina

Abstract

This paper investigates whether Klondike Solitaire can be used as an assessment tool for mild cognitive impairment (MCI). It does so by providing a structured analysis and mapping player actions to cognitive functions. For Klondike Solitaire, 22 player actions were defined and mapped to 10 cognitive functions by 3 health professionals in the field of MCI. The results indicate that Attention, Executive Function, Object Recognition, Abstraction and Memory can be assessed through gameplay of Solitaire. Healthcare professionals confirmed that this can potentially be valuable, as it can screen for cognitive impairments longitudinally, in a non-intrusive way, without practice effects.
Can Card Games Be Used to Assess
Mild Cognitive Impairment? A Study of
Klondike Solitaire and Cognitive
Functions
Abstract
This paper investigates whether Klondike Solitaire can
be used as an assessment tool for mild cognitive
impairment (MCI). It does so by providing a structured
analysis and mapping player actions to cognitive
functions. For Klondike Solitaire, 22 player actions were
defined and mapped to 10 cognitive functions by 3
health professionals in the field of MCI. The results
indicate that Attention, Executive Function, Object
Recognition, Abstraction and Memory can be assessed
through gameplay of Solitaire. Healthcare professionals
confirmed that this can potentially be valuable, as it
can screen for cognitive impairments longitudinally, in a
non-intrusive way, without practice effects.
Author Keywords
Cognitive Assessment; Solitaire; Cognitive Functions;
Serious Games
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g.,
HCI): Miscellaneous.
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CHI PLAY'17 Extended Abstracts, October 1518, 2017, Amsterdam,
Netherlands
© 2017 Copyright is held by the owner/author(s).
ACM ISBN 978-1-4503-5111-9/17/10.
https://doi.org/10.1145/3130859.3131328
Karsten Gielis
KU Leuven
Andreas Vesaliusstraat 13, 3000
Leuven, Belgium
karsten.gielis@kuleuven.be
Filipa Brito
University of Lisbon
Av. Prof. Egas Moniz MB, 1649-
028 Lisboa, Portugal
filipa.r.brito@gmail.com
Jos Tournoy
UZ Leuven
Herestraat 49,
Leuven, Belgium
jos.tournoy@uzleuven.be
Vero Vanden Abeele
KU Leuven
Andreas Vesaliusstraat 13, 3000
Leuven, Belgium
vero.vandenabeele@kuleuven.be
INTRODUCTION
In the past years, there has been an increasing
emphasis on the early detection of mild cognitive
impairment (MCI), a precursor of dementia [27]. Many
studies confirm that older adults benefit from being
diagnosed early [26]; this can help get the right
treatment and mitigate disease progression [2,20,33].
In addition, early diagnosis ensures finding the best
sources of support, as well as making informed
decisions about the future [15,16,23,26]. As stated by
Knapp et al. “Diagnosis is the gateway for care” [14].
Currently, many instruments exist to screen for
dementia, such as the Mini-Mental State Examination
(MMSE) [31] and the Montreal Cognitive Assessment
(MOCA) [22]. These screening tests are by definition
brief. As a consequence, for the detection of early
stages of dementia and mild cognitive impairment,
these tests have been reported as lacking in sensitivity
[30]. It has also been reported that results of screening
tests need to be interpreted with care. The patient may
feel examined and stressed, or might suffer a
momentary lapse, or simply be tired because the test is
taken at the end of the day. In addition, it has been
reported that these tests are vulnerable to practice
effects [6,18,32]. These external factors hamper the
validity and reliability of these screenings tests. More
reliable and comprehensive cognitive test batteries do
exist [24] that screen for specific cognitive functions
such as attention, executive function, visuospatial skill,
motor skills, memory, language, abstraction and
orientation. However, the administration of these test
batteries is lengthy and necessitates a trained health
professional. Consequently, such a lengthy and formal
assessment of cognitive decline is carried out only
sporadically in older adults and requires older adults to
visit a health clinic. Moreover, to distinguish mild
cognitive impairment from age-related, normal
cognitive decline, specialists still need to rely on
additional reports from proxies [28], such as family and
professional caregivers. As a result, there is an
underdetection of cognitive impairment [3,5], especially
in care homes. In sum, there is a need for more reliable
and frequent assessments that allow an earlier referral
to a physician. Some researchers even plea for on-
going cognitive assessments [4].
To fill this gap, we investigate the assessment of
cognitive impairment through meaningful play. With
meaningful play, we refer to games that are played
often by older adults and perceived as enjoying and
meaningful in and of themselves; games like card
games, board games, puzzle games, etc. [9,10,21,25].
When using the term meaningful play we aim to
exclude games-based assessments or suites of gamified
tools that are designed specifically for cognitive
assessment or rehabilitation. Rather, we aim at those
games that are part of the social fabric of elderly life.
These games have been appropriated by older persons
[12] and while seniors do not play these games for
serious/medical purposes, we aim to investigate
whether these games may still be used to assess
cognitive performance. We hypothesize that such
games equally demand attention, memory, visuospatial
processing, reasoning, and executive skills [1,7].
By using meaningful play as an assessment instrument
of cognitive performance, older adults can be assessed
more frequently, in a natural context, without the extra
effort of doing a tedious battery of tests.
Klondike Solitaire
One game that immediately draws attention is Klondike
Solitaire. Microsoft included this game in their OS since
Windows 3.0 in 1990, and up to today, this remains a
popular card game worldwide [19]. Solitaire is perhaps
the most played game worldwide, particularly enjoyed
by older adults[1,8]. The rules are simple, yet the
game remains challenging: expert players only win
36.6% of the time [17]. Although founded in the 18th
century when fortune-telling cards became popular
[35], researchers still try to understand the optimal
game strategies. Yan et al. [35] modelled Solitaire and
found it to be a deterministic Markov decision problem
with over 52 states, and defined a strategy to achieve a
win rate of 70%. Longpré and McKenzie [17]
researched how to define whether a game is winnable
based on the initial deal. Given the popularity of
Solitaire among older adults, in our research we aim to
investigate whether the game of Klondike Solitaire can
be used for continuous screening of cognitive
impairment.
Related work on card games and cognitive performance
Other researchers have already investigated the use of
card games for cognitive screening. Allaire et al. [1]
show that card games such as Solitaire and FreeCell do
correlate with several factors indicating a more
successful aging and a better cognitive and
psychological functioning. Jimison et al. [13] did
research on FreeCell, another Solitaire version popular
in the United States. She investigated whether an older
user’s performance calculated based on game difficulty,
number of moves, efficiency of the moves and duration
of the moves. They found that based on card play they
could distinguish between mild cognitive impaired users
and cognitively healthy elders. Hence, these results
suggest the possibility of measuring cognitive decline
with card games not specifically designed for this
cause. However, Jimison’s research relied on Freecell,
not Solitaire. Moreover, there is no further insight in
what cognitive functions are specifically addressed.
Hence, a scientific foundation is needed for the
hypothesis that Solitaire may be used for the
assessment of MCI. Moreover, there is a need for
insight in which cognitive functions may (or not) be
assessed when analyzing player actions of Solitaire.
Such an insight can guide multidisciplinary teams,
consisting of game researchers and health professionals
[11] when using Solitaire for assessment.
Therefore, in this paper we present a first structured
analysis and mapping of player actions and cognitive
functions, with health professionals active in the field of
mild cognitive impairment and dementia.
Figure 1. Klondike Solitaire,
consists of seven build
stacks, four suit stacks or
foundation, a pile and a
talon. The goal of the game
is to move all the cards to
the suit stacks in the
correct suit, starting from
the ace to the king.
METHOD
In order to assess whether Solitaire can be used to
screen for MCI, we performed the following steps.
1: Defining Player Actions
In a series of iterations, three researchers (two PhD
researchers on games and cognition, and one HCI
professor) analyzed the literature on Klondike Solitaire,
played the game and dissected possible player actions.
After drawing up a list of actions that was found
exhaustive (i.e. none of the researchers could still think
of an action), these 39 actions were further analyzed. It
was noted that player actions can be described at
different levels of granularity: one single action (e.g. a
tap), or a series of actions (flipping through the pile).
Moreover, depending on the game state, player actions
could be noted as neutral (player uses right hand or left
hand), or as negatively valenced (e.g. a player does not
make a possible move). Finally, it was also noted that
some player actions were hard to interpret without
understanding the (elusive) state of mind of the player.
Ultimately, the decision was made to limit player
actions to those that can be captured unambiguously,
and that could be indicative of cognitive function (i.e.
that carry valence). From the first set, 17 actions were
removed. The remaining 22 player actions were defined
as potentially flags for cognitive impairments which can
be measured unambiguously such as “User idles a lot”,
“User moves card onto a card with the same color” and
“User’s scores vary by a great amount”. A full list of the
player actions can be found at https://goo.gl/bhbKXJ.
2: Defining Cognitive Functions
In parallel, screening tools were analysed that are
currently used for the screening and assessment of
mild cognitive impairment (e.g. Clinical Dementia
Rating (CDR) [29]). An initial list of 8 cognitive
functions was drafted that are measured when
screening for cognitive impairment by these tests:
Attention, Executive Function, Visuospatial Skill, Motor
Skills, Memory, Language, Abstraction and Orientation.
After discussing this list with a health professional as
part of a pilot, it was decided to add two more cognitive
functions. First, to cover user actions implicating not
finding the right card, Object Recognition was
suggested. Second, for player actions involving ignoring
a part of the player board, as often found in hemispatial
neglect (a disabling condition caused primarily by
stroke), it was suggested to add hemispatial neglect.
3: Coding of cognitive functions by health professionals
Next, three cognitive health professionals from the
Memory clinic of the University Hospital of Leuven (a
neuropsychologist (HP1), and a professor Gerontology
and Geriatrics (HP2) and a clinical psychologist (HP3),
active in the field of neuropsychology), were recruited.
Each health professional received an individual
introduction of 15 minutes. First, the Solitaire Game
(Microsoft Solitaire Collection) was explained via a 5-
minute introductory video. Secondly, a short
explanation was given of the cognitive functions. After
this introduction, the health professionals received a
coding scheme and were asked to code every player
action for the presence of the aforementioned cognitive
functions. They could score between 0 (not correlated),
1 (weakly), 2 (moderately), and 3 (strongly correlated
to the cognitive function). Based on the scoring of the
health professionals, reliability Checks were performed.
Both the Spearman’s Correlation coefficient with
Spearman-Brown correction and the intra-class
correlation coefficient were calculated for each Player
Action (PA) as specified in [34].
The reliability proved sufficient for most actions. Except
for two Player Actions (PA20 and PA22), all Spearman-
Brown corrections were above 0.75 with an average of
0.80. The average Intraclass Correlation of all Player
Actions is 0.79 with four player actions being under
0.70 (PA14, PA18, PA20 and PA22). Significance levels
vary from <.001 to 0.019 except PA22.
4: Interview
Health professionals were encouraged to think out loud
and voice their thoughts and opinions while scoring. In
addition, after the mapping, further questions were
asked for clarification of their coding. We transcribed
and analyzed the verbal utterances of the health
professionals to provide a qualitative analysis.
Table 1. Overview of
player actions, cognitive
functions and the
average scorings of
health professionals, a
larger view can be
found at
https://goo.gl/utkAaC
RESULTS
The results of the mapping exercise can be found in
Table 1. Health professionals found Attention, Executive
Function, Object Recognition, Abstraction and Memory
most present in the player actions. Hemi-neglect,
Language, Orientation, Motor Skills and Visuospatial
Skill were found less present.
From the post-coding interviews, it became clear that
all HPs believed in the possibility to measure cognitive
impairments through Klondike Solitaire. They uttered
that there are more cognitive functions in Solitaire than
meets the eye. Yet they also noted that it remains hard
to determine specifically which cognitive functions are
impaired. Whereas in cognitive tests only one cognitive
domain is screened at a time, during Solitaire game
play multiple cognitive functions are often intertwined.
Executive function and attention were noted to be most
strongly correlated, and the same was stressed for
object recognition and abstraction.
The format of the tool was described as unique, with
elements from screenings (being an indication, low
effort, not time-consuming for the caregiver) and
assessments (more thorough). HP1 commented, It will
go deeper as a screening but will be less conclusive
than an assessment. The fact that the game can be
played daily also allows the possible detection of
cognitive fluctuations, found in Lewy-body and vascular
dementia. It was also noted that practice effects would
be non-existent as every Solitaire game is different.
When coding the player action “User takes a long time
to think of a move”, the remark was made that by HP2
that ‘processing speed was lacking. While processing
speed is often associated with executive functioning, it
was deemed necessary to add this cognitive function
separately, to be able to make the difference between
the speed and the power of executive functioning. HP3
told that the problems he had defining the severity of
attention and executive function would be solved with
adding this cognitive function, resulting in a more
uniform rating amongst coders. It was unanimously
noted among the three HPs that while the executive
function often remains intact among MCI, processing
speed often deteriorates. Lastly Apraxia, a motor
disorder that tackles execution of movements, was
suggested as an additional dysfunction.
DISCUSSION AND CONCLUSION
This preliminary study suggests that Klondike Solitaire
has potential for the assessment of MCI. However,
health professionals emphasized that it would remain
hard to detect specifically which cognitive functions are
impaired. Yet, this was deemed less of an issue as the
goal should be to assess MCI, not to differentiate
between cognitive functions. However, it became
apparent that the set of cognitive functions was not
complete yet when coding the player actions. Our first
list of cognitive functions was based on the cognitive
domains tested by the MoCA, MMSE and CDR. Health
professionals indicated additional cognitive
dysfunctions, such as hemispatial neglect or apraxia.
Moreover, during the coding it was noted that a more
fine-grained mapping should be added. In addition,
some cognitive functions were not uniformly interpreted
and needed a better delineation. Finally, the current
study only involved 3 health professionals. Hence, it is
our intent to refine and replicate this first study to more
cognitive functions and more health professionals.
However, we conclude that the current results support
the hypothesis that Solitaire may be a useful tool for
the assessment of cognitive impairment.
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... For winning games like Tetris and Candy Crush, mental rotation and spatial reasoning skills are required [91]. Card games like Solitaire and FreeCell have a reasonable correlation with classical measurements of executive functions and planning abilities [92,93]. The team can explore existing games from platforms such as the App Store and Google Play. ...
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... Likewise, in the assessment of age-related cognitive decline, Mild Cognitive Impairment (MCI), and dementia, researchers report virtual contexts may provide more reliable longitudinal insights into individual risks and outcomes (Gielis et al., 2017, Sofia et al., 2016, Tost et al., 2014 and potential for higher ecological validity (Oliveira et al., 2016). Studies of virtual game-based executive function training for dementia and MCI patients show positive improvement on clinical measures over long-term training regimens (Stavros et al., 2010, Zaccarelli et al., 2013. ...
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Virtual Reality (VR) and other game-like experiences are popular intervention platforms in neurocognitive rehabilitation research. Executive Functions (EF), the cognitive processes that regulate attention and goal-oriented action, are recognized as a domain of concern in several congenital and acquired neurocognitive conditions (e.g.: ADHD, autism, addiction, cognitive decline, traumatic brain injury, and stroke). VR-based simulations of real-world tasks have shown potential for rehabilitation in independent functioning. The custom nature of such projects makes cross-intervention analysis difficult and complicates development of best-practices. We have designed a toolkit for building virtual interactions that can consistently replicate traditional cognitive tests (such as the Wisconsin Card Sorting Task and Multitasking Task) as well as extend to more complex tasks in any virtual context. Analysis of participant performance data between traditional tasks and these VR replications may indicate the toolkit can successfully replicate traditional measures while also extending into more complex contexts.
... Recently, serious games and virtual environments can be an effective tool for screening for cognitive impairment and dementia ((Tost et al. 2014); (Neto et al. 2016); (H. M. Lau et al. 2017); (Gielis et al. 2017); (Zygouris et al. 2020) ; (Gutenschwager et al. 2020)). ...
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Introduction The Uniform Data Set (UDS) neuropsychological battery is frequently used in clinical studies. However, practice effects, effectiveness as a measure of global cognitive functioning, and detection of mild cognitive impairment have not been examined. Methods A normative total score for the UDS has been developed. Linear discriminant analysis determined classification accuracy in identifying cognitively normal and impaired groups. Practice effects were examined in cognitively normal and cognitively impaired groups. Results The total score differentiates between cognitively normal participants and those with dementia, but does not accurately identify individuals with mild cognitive impairment (MCI). Mean total scores for test-exposed participants were significantly higher than test-naive participants in both the normal and MCI groups and were higher, but not significantly so, in the dementia group. Conclusion The total score’s classification accuracy discriminates between cognitively normal versus participants who have dementia. The total score appears subject to practice effects.
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The current study aims to integrate the findings of previous research on the use of video games by older adults by applying the domestication framework (Silverstone et al., 1992). A qualitative study was performed with 35 participants aged between 49 and 73, who were targeted purposefully from a larger sample of 213. The analysis revealed how older adults appropriated digital games using pre-existing, public and co-constructed meanings, as well as how such meanings influence the incorporation of digital games in their daily routine. The study also reveals how the transformation of personal meanings into the public realm can be obstructed by social factors. Finally, the usefulness of the domestication framework for this topic of study as well as implications for future research are discussed.
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SynonymsCDRDescriptionThe Clinical Dementia Rating (CDR; Hughes, Berg, Danziger, Coben, & Martin, 1982) is a semi-structured, clinician-rated interview widely used to stage the progression of dementia using information provided by the patient and an informant. A global CDR score is generated to stage the severity of dementia. It is based on ratings of the patient’s functioning in six domains commonly affected in Alzheimer’s disease (AD): memory, orientation, judgment and problem solving, community affairs, home and hobbies, and personal care. The CDR rates only impairments due to cognitive deficits rather than to physical disability. Based solely on clinical information obtained from the patient and informant, and without reference to psychometric performance, a box score describing the level of impairment is generated for each domain. The box score ranges from 0 to 3, representing “none” to “severe” impairment. Using a scoring algorithm, one of five possible stages ...
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Current state-of-the-art diagnostic measures of Alzheimer’s disease (AD) are invasive (cerebrospinal fluid analysis), expensive (neuroimaging) and time-consuming (neuropsychological assessment) and thus have limited accessibility as frontline screening and diagnostic tools for AD. Thus, there is an increasing need for additional noninvasive and/or cost-effective tools, allowing identification of subjects in the preclinical or early clinical stages of AD who could be suitable for further cognitive evaluation and dementia diagnostics. Implementation of such tests may facilitate early and potentially more effective therapeutic and preventative strategies for AD. Before applying them in clinical practice, these tools should be examined in ongoing large clinical trials. This review will summarize and highlight the most promising screening tools including neuropsychometric, clinical, blood, and neurophysiological tests.
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Objective In both dementia with Lewy bodies (DLB) and Parkinson's disease dementia (PDD), attentional dysfunction is a core clinical feature together with disrupted episodic memory. This study evaluated the cognitive effects of memantine in DLB and PDD using automated tests of attention and episodic memory.MethodsA randomised double-blind, placebo-controlled, 24-week three centre trial of memantine (20 mg/day) was conducted in which tests of attention (simple and choice reaction time) and word recognition (immediate and delayed) from the CDR System were administered prior to dosing and again at 12 and 24 weeks. Although other results from this study have been published, the data from the CDR System tests were not included and are presented here for the first time.ResultsData were available for 51 patients (21 DLB and 30 PDD). In both populations, memantine produced statistically significant medium to large effect sized improvements to choice reaction time, immediate and delayed word recognition.Conclusions These are the first substantial improvements on cognitive tests of attention and episodic recognition memory identified with memantine in either DLB or PDD. Copyright © 2014 John Wiley & Sons, Ltd.