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Playing to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderly

dc.contributor.authorTertuliano, Maria Luiza
dc.contributor.authorLopes, Inês Ferreira
dc.contributor.authorCoelho, Tiago
dc.contributor.authorFernandes, Ângela
dc.date.accessioned2024-02-01T16:32:06Z
dc.date.available2024-02-01T16:32:06Z
dc.date.issued2024
dc.description.abstractThe phenomenon of global population aging incites a change in the thinking and practice of health professionals, who are increasingly looking for effective techniques aimed at this age group. Among the various biological, social, and psychological changes that occur in the aging process, changes in cognitive processes are one of the most prevalent manifestations. Thus, motivating and effective proposals should be implemented to train and rehabilitate these functions. Among these proposals, health-centered gamification has become a major trend and is increasingly studied. The authors propose in this chapter to discuss gamification in the rehabilitation of cognitive functions, especially memory in the elderly population, presenting the advantages and potentialities of serious games and gamification against the current scenario of cognitive stimulation, which requires innovative solutions to increase motivation and involvement of the elderly in the process.pt_PT
dc.description.versioninfo:eu-repo/semantics/publishedVersionpt_PT
dc.identifier.citationTertuliano, M. L., Lopes, I. F., Coelho, T., & Fernandes, Â. (2024). Playing to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderly. Em R. S. de Almeida, V. Simões-Silva, & M. J. Trigueiro (Eds.), Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation (pp. 187–207). IGI Global. https://www.igi-global.com/chapter/playing-to-improve-memory/334913pt_PT
dc.identifier.doi10.4018/978-1-6684-9251-2.ch009pt_PT
dc.identifier.isbn9781668492512
dc.identifier.urihttp://hdl.handle.net/10400.22/24930
dc.language.isoengpt_PT
dc.publisherIGI Globalpt_PT
dc.relation.publisherversionhttps://www.igi-global.com/chapter/playing-to-improve-memory/334913pt_PT
dc.subjectAgingpt_PT
dc.subjectCognitive functionspt_PT
dc.subjectSerious gamespt_PT
dc.subjectGamificationpt_PT
dc.subjectPlayingpt_PT
dc.titlePlaying to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderlypt_PT
dc.typebook part
dspace.entity.typePublication
oaire.citation.endPage207pt_PT
oaire.citation.startPage187pt_PT
oaire.citation.titleHandbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participationpt_PT
person.familyNameCoelho
person.familyNameFernandes
person.givenNameTiago
person.givenNameÂngela
person.identifier188655
person.identifier.ciencia-idB417-8E58-EF75
person.identifier.orcid0000-0001-7847-2401
person.identifier.orcid0000-0002-3882-4908
person.identifier.ridJJC-7415-2023
person.identifier.scopus-author-id56583916600
rcaap.rightsopenAccesspt_PT
rcaap.typebookPartpt_PT
relation.isAuthorOfPublication7c814c96-7746-4d89-ab01-ed2e4af5ab92
relation.isAuthorOfPublication82911dfb-0180-4fe0-8266-9a272bfa6858
relation.isAuthorOfPublication.latestForDiscovery7c814c96-7746-4d89-ab01-ed2e4af5ab92

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