Skip to main content

A Taxonomy of Serious Games for Dementia

  • Conference paper

Abstract

Serious games for dementia (SG4D) hold their own, unique and significant space within the Games for Health domain. However, the SG4D field still has not been fully mapped out and classified. In this work, we present a generic taxonomy of serious games for dementia, based on the health functions and the health purposes they serve. Firstly, we classify dementia games based on the health function they serve, in: cognitive, physical and social-emotional games. Each of these functions serves a variety of health purposes, leading us to a second, lower level of classification in: preventative, rehabilitative, assessing and educative games. Furthermore, we provide an ex-post evaluation of the proposed taxonomy by exploring whether the existing serious games for dementia can be validly classified, based on the proposed taxonomic characters. To this end, we collect and analyse a set of dementia-related serious games (e.g. WiiSports, Big Brain Academy, Cognifit, MinWii, et al.) by performing a literature review. The results show that the taxonomical system covers a sub-field of “games for health” and indicates areas which are under-explored by current games.

  • Alzheimer’s disease;
  • dementia;
  • mild cognitive impairment;
  • serious games;
  • taxonomy;

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-658-02897-8_17
  • Chapter length: 14 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   39.99
Price excludes VAT (USA)
  • ISBN: 978-3-658-02897-8
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   49.99
Price excludes VAT (USA)
Fig. 2
Fig. 3

Literatur

  1. Barnes, D., Yaffe, K., Belfor, N., Jagust, W., DeCarli, C., Reed, B., Kramer, J.: Computerbased cognitive training for mild cognitive impairment: Results from a pilot randomized, controlled trial. Alzheimer Disease and Associated Disorders 23, 205–210 (2009)

    Google Scholar 

  2. Bayo-Monton, J.L., Fernandez-Llatas, C., Garca-Gomez, J.M., Traver, V.: Serious games for dementia illness detection and motivation: The emotiva experience. In: 3rd Workshop on Technology for Healthcare and Healthy Lifestyle (2011)

    Google Scholar 

  3. Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press (2007)

    Google Scholar 

  4. Bouchard, B., Imbeault, F., Bouzouane, A., Menelas, B.A.J.: Developing serious games specifically adapted to people suffering from Alzheimer. In: Proceedings of the Third International Conference on Serious Games Development and Applications. pp. 243–254. SGDA ‘12, Springer-Verlag (2012)

    Google Scholar 

  5. Boulay, M., Benveniste, S., Boespflug, S., Jouvelot, P., Rigaud, A.S.: A pilot usability study of MINWii, a music therapy game for demented patients. Technology & Health Care 19(4), 233–246 (2011)

    Google Scholar 

  6. Breton, Z., Zapirain, S., Zorrilla, A.: Kimentia: Kinect based tool to help cognitive stimulation for individuals with dementia. In: 2012 IEEE 14th International Conference on e-Health Networking, Applications and Services. pp. 325–328. Healthcom 2012, IEEE Computer Society (2012)

    Google Scholar 

  7. Calzon, A.B.S., Fernandez-Llatas, C., Naranjo, J.C., Meneu, T.: Personalized motivation in dementia management through detection of behavior patterns. In: The Fourth International Conference on eHealth, Telemedicine, and Social Medicine. pp. 203–208. eTELEMED 2012, Xpert Publishing Services (2012)

    Google Scholar 

  8. Charles, D.: Taxonomic Consistency – Algae, Academy of Natural Sciences of Drexel University, http://acwi.gov/monitoring/conference/2012/ESA4_Charles.pdf, (Last visited: May, 15th 2013)

  9. Cleverley, M., Walker, Z., Dannhauser, T.: Engaging patients at high risk of dementia in multimodal cognitive health promoting activities: The thinkingfit study. Alzheimer’s & Dementia 8, P220-P221 (2012)

    Google Scholar 

  10. Dasgupta, S.: A hierarchical taxonomic system for computer architectures. Computer 23(3), 64–74 (1990)

    Google Scholar 

  11. Fenney, A., Lee, T.D.: Exploring spared capacity in persons with dementia: What wii can learn. Activities, Adaptation & Aging 34(4), 303–313 (2010)

    Google Scholar 

  12. Fernández-Calvo, B., Rodríguez-Pérez, R., Contador, I., Rubio-Santorum, A., Ramos, F.: Efficacy of cognitive training programs based on new software technologies in patients with Alzheimer- Type dementia. Psicothema 23(1), 44–50 (2011)

    Google Scholar 

  13. Finn, M., McDonald, S.: Computerised cognitive training for older persons with mild cognitive impairment: A pilot study using a randomised controlled trial design. Brain Impairment 12(3), 187–199 (2011)

    Google Scholar 

  14. Fogg, B.J.: Persuasive technology: using computers to change what we think and do. Morgan Kaufmann Publishers (2003)

    Google Scholar 

  15. Göbel, S.: Cloud-based games for health: serious games and social media as multimedia technologies for healthcare. In: Proceedings of the 1st ACM multimedia international workshop on Cloud-based multimedia applications and services for ehealth. pp. 1–2. CMBAS-EH ‘12, ACM (2012)

    Google Scholar 

  16. Ijsfontein: Into D’mentia, http://intodmentia.com, (Last visited: May, 15th 2013)

  17. Imbeault, F., Bouchard, B., Bouzouane, A.: Serious games in cognitive training for Alzheimer’s patients. In: Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health. pp. 1–8. SEGAH ’11, IEEE Computer Society (2011)

    Google Scholar 

  18. Kawashima, R., Okita, K., Yamazaki, R., Tajima, N., Yoshida, H., Taira, M., Iwata, K., Sasaki, T., Maeyama, K., Usui, N., Sugimoto, K.: Reading aloud and arithmetic calculation improve frontal function of people with dementia. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences 60(3), 380–384 (2005)

    CrossRef  Google Scholar 

  19. Legouverneur, G., Pino, M., Boulay, M., Rigaud, A.: Wii sports, a usability study with MCI and Alzheimer’s patients. Alzheimer’s & dementia: the journal of the Alzheimer’s Association 7, S500-S501 (2011)

    Google Scholar 

  20. Lever, A.M.: BBC News – Initiative helps dementia carers train in empathy, http://www.bbc.co.uk/news/health –12899321, (Last visited: May, 15th 2013)

  21. Lurlowicz, L., Wallace, M.: The Mini Mental State Examination (MMSE), The Hartford Institute for Geriatric Nursing, http://www.dhs.state.or.us/spd/tools/cm/aps/ assessment/mini_mental.pdf, (Last visited: May, 15th 2013)

  22. McCallum, S.: Gamification and serious games for personalized health. Studies in Health Technology and Informatics 177, 85–96 (2012)

    Google Scholar 

  23. McCallum, S., Boletsis, C.: Dementia games: A literature review of dementia-related serious games. In: Proceedings of the 4th International Conference on Serious Games Development and Applications. SGDA ‘13, Springer (2013), to be published

    Google Scholar 

  24. Nasreddine, Z.: The Montreal Cognitive Assessment (MoCA), http://mocatest.org, (Last visited: May, 15th 2013)

  25. Neurotrack: Transforming the diagnosis & treatment of Alzheimers, http://neurotrack.com, (Last visited: May, 15th 2013)

  26. Norwegian Ministry of Health and Care Services: Dementia Plan 2015: making the most of good days. Norwegian Ministry of Health and Care Services (2007)

    Google Scholar 

  27. Padala, K.P., Padala, P.R., Malloy, T.R., Geske, J.A., Dubbert, P.M., Dennis, R.A., Garner, K.K., Bopp, M.M., Burke, W.J., Sullivan, D.H.: Wii-fit for improving gait and balance in an assisted living facility: A pilot study. Journal of Aging Research 2012, 1–6 (2012)

    Google Scholar 

  28. Prensky, M.: Digital game-based learning. Computers in Entertainment 1, 21–21 (2003)

    Google Scholar 

  29. Rosen, A.C., Sugiura, L., Kramer, J.H., Whitfield-Gabrieli, S., Gabrieli, J.D.: Cognitive training changes hippocampal function in mild cognitive impairment: a pilot study. Journal of Alzheimers disease 26, 349–357 (2011)

    Google Scholar 

  30. Sawyer, B.: From cells to cell processors: The integration of health and video games. IEEE Computer Graphics and Applications 28(6), 83–85 (2008)

    Google Scholar 

  31. Sawyer, B., Smith, P.: Serious Games Taxonomy – Digitalmill, http://www.dmill.com/ presentations/serious-games-taxonomy –2008.pdf, (Last visited: May, 15th 2013)

  32. Sawyer, B.: Serious Games: Improving Public Policy through Game-Based Learning and Simulation, Foresight and Governance Project Woodrow Wilson International Center for Scholars Publication, http://www.seriousgames.org/images/seriousarticle.pdf, (Last visited: May, 15th 2013)

  33. Stavros, Z., Fotini, K., Magda, T.: Computer based cognitive training for patients with mild cognitive impairment (mci). In: Proceedings of the 3rd International Conference on PErvasive Technologies Related to Assistive Environments. pp. 21:1–21:3. PETRA ’10, ACM (2010)

    Google Scholar 

  34. Tarraga, L., Boada, M., Modinos, G., Espinosa, A., Diego, S., Morera, A., Guitart, M., Balcells, J., Lopez, O.L., Becker, J.T.: A randomised pilot study to assess the efficacy of an interactive, multimedia tool of cognitive stimulation in Alzheimer’s disease. Journal of Neurology, Neurosurgery & Psychiatry 77(10), 1116–1121 (2006)

    CrossRef  Google Scholar 

  35. Tobiasson, H.: Physical action gaming and fun as a tool within elderly care: Game over or play it again and again. In: Proceedings of the International Ergonomics Association 2009 conference. IEA ’09 (2009)

    Google Scholar 

  36. Walz, S.P.: Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists. In: Situated Play, Proceedings of DiGRA 2007 Conference. pp. 489–497 (2007)

    Google Scholar 

  37. Weybright, E., Dattilo, J., Rusch, F.: Effects of an interactive video game (Nintendo Wii) on older women with Mild Cognitive Impairment. Therapeutic Recreation Journal 44(4), 271–287 (2010)

    Google Scholar 

  38. Yamaguchi, H., Maki, Y., Takahashi, K.: Rehabilitation for dementia using enjoyable video-sports games. International Psychogeriatrics 23, 674–676 (2011)

    CrossRef  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2013 Springer Fachmedien Wiesbaden

About this paper

Cite this paper

McCallum, S., Boletsis, C. (2013). A Taxonomy of Serious Games for Dementia. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds) Games for Health. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-02897-8_17

Download citation

  • DOI: https://doi.org/10.1007/978-3-658-02897-8_17

  • Publisher Name: Springer Vieweg, Wiesbaden

  • Print ISBN: 978-3-658-02896-1

  • Online ISBN: 978-3-658-02897-8

  • eBook Packages: Computer ScienceComputer Science (R0)