Efficacy of virtual reality-based training programs and games on the improvement of cognitive disorders in patients: a systematic review and meta-analysis

K Moulaei, H Sharifi, K Bahaadinbeigy, F Dinari - BMC psychiatry, 2024 - Springer
Introduction Cognitive impairments present challenges for patients, impacting memory,
attention, and problem-solving abilities. Virtual reality (VR) offers innovative ways to …

Exploring the Impact of Game Elements and Technological Platforms on Dementia Rehabilitation: A Scoping Review

A Asghari Tavana, M Fateminia… - International Journal of …, 2024 - Taylor & Francis
One effective strategy to improve the quality of life for people with dementia (PWD) is
rehabilitation, though patients often show reluctance due to the disease's effects. A trending …

MANTRA: Improving knowledge of maternal health, neonatal health, and geohazards in women in rural Nepal using a mobile serious game

S Mueller, D Soriano, A Boscor, NM Saville… - Frontiers in Public …, 2020 - frontiersin.org
Serious games, conveying educational knowledge rather than merely entertainment, are a
rapidly expanding research domain for cutting-edge educational technology. Digital …

The Benefits of Continuous Health Data Monitoring in Cardiovascular Diseases and Dementia

A Christogianni - … of Information Science and Technology, Sixth …, 2025 - igi-global.com
The article discusses the benefits of continuous data monitoring in healthcare via digital
devices and wearables. The purpose is to discuss recent advancements in digital health …

The Role of Serious Games in Healthcare and Its Contribution to the Healthcare Ecosystem: Serious Games vs. Wearables

K Bojan, A Christogianni… - Handbook of Research …, 2022 - igi-global.com
Serious gaming (SG) is an emerging field that has a unique role in healthcare. With big data
and continuous monitoring becoming a new trend in healthcare, SG is evolving faster in the …

[PDF][PDF] Las TIC en programas socioeducativos: Evaluación de un Entorno Virtual como medio de soporte a profesionales en la implementación del programa Caminar …

L Fernández Rodrigo - 2018 - researchgate.net
En el marco de un proyecto I+ D, el programa socioeducativo Caminar en Familia es
implementado y evaluado con un Entorno Virtual (EV) como medio de soporte a los …

A case study on the design of touchscreen-based user interfaces for multilingual older adults from Southeast Asian backgrounds

S Khan, A Achenbach, W Quin Yow… - Proceedings of the Asian …, 2021 - dl.acm.org
There is limited research on design guidelines for multilingual older adults, especially those
with dementia, and from Southeast Asian backgrounds. In this paper, we investigate …

[PDF][PDF] Instrumentos lúdicos para la estimulación cognitiva del adulto mayor con demencia tipo Alzheimer DTA.

AE López Núñez - 2021 - repositorio.puce.edu.ec
El proyecto de investigación tiene como objetivo desarrollar una línea de instrumentos
lúdicos para la estimulación cognitiva del adulto mayor con demencia tipo Alzheimer (DTA) …

A music therapy serious game with dynamic difficulty adjustment for stimulating short-term memory

MA Gutiérrez, JJ Rosero, DE Guzmán… - Converging Clinical and …, 2022 - Springer
This paper presents a serious game, called Music Therapy Brain Training (MTBT), intended
for stimulating short-term memory. Its main contribution is an algorithm for dynamic difficulty …

[HTML][HTML] Development and evaluation of serious games for diagnosis and cognitive improvement of patients with mild cognitive impairment: A study protocol

F Sabermahani, M Almasi-Dooghaee… - Informatics in Medicine …, 2022 - Elsevier
Introduction Early diagnosis of cognitive impairment and improving cognitive function of
patients with mild cognitive impairment (MCI) are of particular importance for preventing …