Impacts of Game-based psychotherapy intervention to elderly with memory disorder

干预(咨询) 放松(心理学) 记忆改善 心理治疗师 心理学 召回 会话(web分析) 计算机科学 认知 应用心理学 临床心理学 认知心理学 精神科 社会心理学 万维网
作者
Noraziah ChePa,Laura Lim Sie-Yi,Nooraini Yusof,Wan Ahmad Jaafar Wan Yahaya,Rusdi Ishak
出处
期刊:Entertainment Computing [Elsevier BV]
卷期号:44: 100532-100532 被引量:2
标识
DOI:10.1016/j.entcom.2022.100532
摘要

Pharmacological treatments for memory disorder are known as costly and giving adverse effects. Alternatively, game has been proposed to be incorporated in intervention plan for elderly with memory disorder based on its strengths. Playing games require mental concentration, memory and quick motor reaction in simulating brain to work and gain memory back. In this study, a game-based psychotherapy has been conducted involving a group of elderly who show some symptoms of memory disorder. Prior to the intervention session, a puzzle-based game namely Neuro-therapy has been designed and developed as a proof of concept for game-based psychotherapy intervention. It is developed based on the proposed guideline which comprises of 34 criteria. Findings show the impacts of game-based intervention in terms of cognitive improvement, improved memory recall proven through the improved time in assembling the puzzle, and improved skills and IT literacy among elderly. Eight dimensions of cog-nitive improvement which have been derived from performance metrics of the EEG reader headset are engagement, relaxation, stress, focus, excitement, and interest. The intriguing and encouraging results can be attributed to the combination of digital gaming and psychotherapy for the elderly, particularly those suffering from memory impairment symptoms.
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