Publication
Playing to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderly
dc.contributor.author | Tertuliano, Maria Luiza | |
dc.contributor.author | Lopes, Inês Ferreira | |
dc.contributor.author | Coelho, Tiago | |
dc.contributor.author | Fernandes, Ângela | |
dc.date.accessioned | 2024-02-01T16:32:06Z | |
dc.date.available | 2024-02-01T16:32:06Z | |
dc.date.issued | 2024 | |
dc.description.abstract | The 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.version | info:eu-repo/semantics/publishedVersion | pt_PT |
dc.identifier.citation | Tertuliano, 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/334913 | pt_PT |
dc.identifier.doi | 10.4018/978-1-6684-9251-2.ch009 | pt_PT |
dc.identifier.isbn | 9781668492512 | |
dc.identifier.uri | http://hdl.handle.net/10400.22/24930 | |
dc.language.iso | eng | pt_PT |
dc.publisher | IGI Global | pt_PT |
dc.relation.publisherversion | https://www.igi-global.com/chapter/playing-to-improve-memory/334913 | pt_PT |
dc.subject | Aging | pt_PT |
dc.subject | Cognitive functions | pt_PT |
dc.subject | Serious games | pt_PT |
dc.subject | Gamification | pt_PT |
dc.subject | Playing | pt_PT |
dc.title | Playing to improve memory: how serious games and gamification have contributed to the neurocognitive rehabilitation of the elderly | pt_PT |
dc.type | book part | |
dspace.entity.type | Publication | |
oaire.citation.endPage | 207 | pt_PT |
oaire.citation.startPage | 187 | pt_PT |
oaire.citation.title | Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation | pt_PT |
person.familyName | Coelho | |
person.familyName | Fernandes | |
person.givenName | Tiago | |
person.givenName | Ângela | |
person.identifier | 188655 | |
person.identifier.ciencia-id | B417-8E58-EF75 | |
person.identifier.orcid | 0000-0001-7847-2401 | |
person.identifier.orcid | 0000-0002-3882-4908 | |
person.identifier.rid | JJC-7415-2023 | |
person.identifier.scopus-author-id | 56583916600 | |
rcaap.rights | openAccess | pt_PT |
rcaap.type | bookPart | pt_PT |
relation.isAuthorOfPublication | 7c814c96-7746-4d89-ab01-ed2e4af5ab92 | |
relation.isAuthorOfPublication | 82911dfb-0180-4fe0-8266-9a272bfa6858 | |
relation.isAuthorOfPublication.latestForDiscovery | 7c814c96-7746-4d89-ab01-ed2e4af5ab92 |