Skip to content

Research at St Andrews

Digital video games for older adults with cognitive impairment

Research output: Chapter in Book/Report/Conference proceedingConference contribution

DOI

Author(s)

Arlene Astell, Norman Alm, Richard Dye, Gary Gowans, Philip Vaughan, Maggie Ellis

School/Research organisations

Abstract

Digital video games offer opportunities for older adults with cognitive impairment to engage in meaningful activities. However, to achieve this benefit digital video games are needed that take account of the players' cognitive impairment. This paper reports work with older adults with cognitive impairment due to dementia to find out how they can best be prompted to initiate and play games independently, what sorts of digital video activities they like to play, and if playing digital video games is engaging. The results demonstrate that older adults with cognitive impairment can learn to play new digital video activities and can be prompted to play independently through visual and auditory cues. Their behaviour indicates features of Flow similar to that reported in other gaming studies. © 2014 Springer International Publishing.

Close

Details

Original languageEnglish
Title of host publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
PublisherSpringer-Verlag
Pages264-271
Number of pages8
Volume8547 LNCS
EditionPART 1
ISBN (Print)9783319085951
DOIs
StatePublished - 2014
Event14th International Conference on Computers Helping People with Special Needs, ICCHP 2014 - Paris, France

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
NumberPART 1
Volume8547 LNCS
ISSN (Print)03029743
ISSN (Electronic)16113349

Conference

Conference14th International Conference on Computers Helping People with Special Needs, ICCHP 2014
CountryFrance
CityParis
Period9/07/1411/07/14

    Research areas

  • Dementia, Engagement, Enjoyment, Games

Discover related content
Find related publications, people, projects and more using interactive charts.

View graph of relations

Related by author

  1. Leveraging everyday technology for people living with dementia: a case study

    Astell, A. J., Malone, B., Williams, G., Hwang, F. & Ellis, M. 9 Dec 2014 In : Journal of Assistive Technologies. 8, 4, p. 164-176 13 p.

    Research output: Contribution to journalArticle

  2. COBALT: Challenging obstacles and barriers to assistive living technologies

    Astell, A. J., Williams, E. A., Hwang, F., Norton, M., Adlam, T., Lethbridge, K., Wright, D., Harney-Levine, S. & Ellis, M. 2012 In : Gerontechnology. 11, 2, p. 151 1 p.

    Research output: Contribution to journalAbstract

  3. The challenges of equipping care home staff with psychosocial skills: reflections from developing a novel approach to communication

    Astell, A. J. & Ellis, M. P. Oct 2011 PSIGE Newsletter, 117, p. 26-32 7 p.

    Research output: Contribution to specialist publicationArticle

  4. Creating interactive computer activities with people with dementia.

    Astell, A. J., Alm, N., Ellis, M. P., Dye, R., Gowans, G. & Vaughan, P. 2011 Caregiving Conference.

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

ID: 244398030