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KyungSik Kim-Department of Game Dev, Hoseo University, Korea

"Improving Cognitive Function for the Elderly" Research has maintained that playing games via internet or video games can be utilized as a major leisure activity among the elderly and help improve their certain cognitive functions such as memory, concentration, a sense of vitality, etc. Korea is one of the rapidly aging societies, and a serious game for the elderly named 멠aldokangsan2?has been developed in Korea in 2012 as the next version of 멠aldokangsan 1?which was a walking game for two people using controllers of armrests and footboards with PC. As for 'Paldokangsan 2', walking while remembering/choosing healthy food was implemented as game activities in the same game prototype of 멠aldokangsan 1?

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KyungSik Kim-Department of Game Dev, Hoseo University, Korea

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  1. Improving Cognitive Function for the Elderly (Development of Serious Games for Cognition Improvement for the Elderly) Aug. 22, 2013 KyungSik Kim Dept. of Game Development, Hoseo University Rep. of Korea (kskim@hoseo.edu) 2013-08-22 Improving Cognition(Hoseo Univ) 1

  2. Hoseo University SGSC14 IlSan,Kintex DigiPen/ KeyMyung 2013-08-22 Improving Cognition(Hoseo Univ) 2

  3. Background • 2008.11-2012.10 Hoseo 2030 projects for world class (100,000 USD/yr for 4 years) • Title: A Research on Serious Games for the Elderly toward Human Service • 4 Dept. joined: Game, Senior Welfare, Electronics, Nersury (12 professors) • Result: walking games ‘Paldokangsan’ • Win(2011): 1M USD government project to develop arcade games to improve cognition functions for the elderly 2013-08-22 Improving Cognition(Hoseo Univ) 3

  4. Content 1.Need for Serious Game 2.Elderly Cognitive Problem 3.Proj#1. Rejuvenesce Village - Game Design & Experiments 4.Proj#2. Paldokangsan - Game Design & Experiments 5.Conclusion 2013-08-22 Improving Cognition(Hoseo Univ) 4

  5. Introduction  Fast Aging Society: -Social alienation -Biological aging -Lower cognition with depression  Serious Game: -Effective for repeated training -Provoke active participation -Customizable to the player 2013-08-22 Improving Cognition(Hoseo Univ) 5

  6. Health and Entertainment Dementia Ratio in Korea (ages>=65) / B.Statistics (2011) Healthy Life Without Dementia 9%(E) 2020 8.6% 2010 Development of Silver Game Improving Cognitive Function 8.3% 2005 Improving Cognitive Function and Satisfaction of Life Qualified Life with Entertainment 2013-08-22 Improving Cognition(Hoseo Univ) 6

  7. Government Project • Province of Seoul and KOCCA announced to support to develop a serious game to improve cognition related to ‘dementia’ on arcade platform with 1 Million USD in 2011. • Uniana – Hoseo consortium with Seoul Asan Hospital won the competition. • Finished successfully at Dec. 2012. • The machines produced were installed in 25 senior community centers in Seoul. 2013-08-22 Improving Cognition(Hoseo Univ) 7

  8. Rejuvenesce Village 2013-08-22 Improving Cognition(Hoseo Univ) 8

  9. Rejuvenesce Village Game Overview Improving Cognitive Function ObjectiveImprovement of cognitive function and life satisfaction as well as remission of depression Control Screen touch , Ball button touch MainOver 65 years old, risk of dementia, mild cognitive impairment in elderly Submiddle-age who wants cognition training Improvement of cognitive function and hand-eye co-ordination exercise function game treatment - remission of depression Player 1 Person Playtime60 minutes when full-functional training Target user Expect 2013-08-22 Improving Cognition(Hoseo Univ) 9

  10. Game Design Concept Improve or Maintain Cognitive Function Improve or Maintain Cognitive Function (To avoid dementia & activate brain) (To avoid dementia & activate brain) Training Cognitive Elements Training Cognitive Elements Using touch interface Using touch interface with the vision and sound with the vision and sound GUI(Game User Interface) GUI(Game User Interface) Arcade game with coincidence reaction Arcade game with coincidence reaction Game Contents Game Contents Familiar visual with colors, traditional elements Familiar visual with colors, traditional elements Difficulty Level Difficulty Level 5 Levels in 9 stages for repetition 5 Levels in 9 stages for repetition 2013-08-22 Improving Cognition(Hoseo Univ) 10

  11. Rejuvenesce Village – Game Contents 2013-08-22 Improving Cognition(Hoseo Univ) 11

  12. Rejuvenesce Village – Game Preview Attention Attention - - Agility Agility Hide and Seek Hide and Seek 1 A Auditory uditory Reaction Reaction 1.Reads word on the speaker to 1.Reads word on the speaker to remember remember 2.Push button for the following words 2.Push button for the following words If it was the remembered one, press If it was the remembered one, press “green” “green” Else press “red”. Else press “red”. Activate the sense of hearing Activate the sense of hearing Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 12

  13. Rejuvenesce Village – Game Preview Attention Attention - - Agility Agility Traffic Light Traffic Light Vision Vision Reaction Reaction 2 When the traffic light gets on, the When the traffic light gets on, the player should press the same player should press the same colored button before colored button before the light disappear. disappear. the light Activate Activate the the sense of sight sense of sight Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 13

  14. Rejuvenesce Village – Game Preview Visuo Visuo- -Spatial Attention Spatial Attention 3 Sugar Cookie Sugar Cookie 2D Operation 2D Operation Touch the same shape in left side among other 3 shapes in right side Recognition of 2D plain Recognition of 2D plain Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 14

  15. Rejuvenesce Village – Game Preview Visuo Visuo- -Spatial Attention Spatial Attention Correct Cracker Correct Cracker Space Control Cognition Space Control Cognition 4 Select the same cracker of the left side among 3 ones of the right side (those of the right side were in rotated shape. scracker of the left side can be rotated by finger) Recognition of 3D object Recognition of 3D object Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 15

  16. Rejuvenesce Village – Game Preview Memorization Memorization 5 5 Picture Cards Sorting Picture Cards Sorting Topological Topological Memory Memory 3 pictures and sequences of the right side should be revived after being collected with no sequence on the left side. Move picture of the left side with finger to right side. Improve phase memorization Improve phase memorization Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 16

  17. Rejuvenesce Village – Game Preview Memorization Memorization Stuff Reminder Stuff Reminder Figural Figural Memory Memory 6 Remember things in upper area in a few sec. After being disappeared, anything appear in lower area moving from left to right. If it was in the first upper area, press “green” button, else “red” button. Improve figural memory Improve figural memory Effectness Effectness 2013-08-22 Improving Cognition(Hoseo Univ) 17

  18. Rejuvenesce Village – Game Preview Memorization Memorization 7 Word Memory Word Memory Memory Memory of of Words Words Remember words in upper area in a few sec. After being disappeared, a word appears in lower area moving from left to right.If it was in the first upper area, press “green” button, else “red” button. Effectiveness Effectiveness Improve memory of words Improve memory of words Linking Numbers (A.I. Game) Linking Numbers (A.I. Game) Digital Digital span span test test 8 Fill the box with the number to satisfy the sequence Effectiveness Effectiveness Improve memory of digital span Improve memory of digital span 2013-08-22 Improving Cognition(Hoseo Univ) 18

  19. Rejuvenesce Village – Game Preview Judgement Judgement (Executive) (Executive) Shopping at Market Shopping at Market 9 Exercise Function Exercise Function Looking the shopping lists, player should buy them in time limit. The player can move arround by pressing arrows as well as stairs Combination of Combination of attention and memorization attention and memorization Effectiveness Effectiveness 2013-08-22 Improving Cognition(Hoseo Univ) 19

  20. Experiments • • • Location: Seoul Location: Seoul Asan Period: Jul. ~ Nov. in 2012 Period: Jul. ~ Nov. in 2012 Permission: Seoul Permission: Seoul Asan Asan Hospital Hospital Clinical Examination Center Clinical Examination Center Asan Hospital Hospital IRB IRB Target Target 100 elderly people (>=65) with no problem in hearing, vision and conversation 100 elderly people (>=65) with no problem in hearing, vision and conversation - - Score of Cognition (test: MMSE Score of Cognition (test: MMSE- -K) K) >= >= 24 24 Statistics Statistics Questionaire Questionaire Survey before and after the game (about 1 Month) Survey before and after the game (about 1 Month) to get cognition score as well as depression, vitality and satisfaction to get cognition score as well as depression, vitality and satisfaction 1 t t- -test test and and ANOVA test ANOVA test 2 Analysis of interpolation with Analysis of interpolation with multiple regression multiple regression ( (다중공선성 다중공선성진단 진단후 후회귀분석 회귀분석) ) 2013-08-22 Improving Cognition(Hoseo Univ) 20

  21. Experiments Tests Tests Treatment (two Pre-test Post-test 1-hr work/week) (After 1 Month) (Before) Group1 (Jul): 20명 E X F Group2 (Aug): 20명 F E X Group3 (Sep): 20명 F E X Group4 (Oct): 20명 F E X Group5 (Nov): 20명 F E X E(Entering test): Cognition, Depression, Satisfaction, Vitality F(Finishing test): Cognition, Depression, Satisfaction, Vitality 2013-08-22 Improving Cognition(Hoseo Univ) 21

  22. Experiments Analysis Analysis Score of MMSE Score of MMSE- -K(average of 100 elders): K(average of 100 elders): (before the game) 27.6 ( (before the game) 27.6 (± ± 1.70) (after the game) 28.1 (after the game) 28.1 ( (± ± 1.75) 1.70) 1.75) significant significant ( (t t= =- -3.32, 3.32, p p=.001). =.001). Before Before – – After the Game After the Game range range t t p p Average Average SD SD men men - -0.48 0.48 1.62 1.62 - -1.61 1.61 .119 .119 MMSE MMSE- -K K women women - -0.51 0.51 1.47 1.47 - -2.90 2.90 .005 .005 total total statistically significant relationship to the game relationship to the game -Depression, Vitality by Tool: not significant relationship to the game Depression, Vitality by Tool: not significant relationship to the game - -0.5 0.5 1.51 1.51 - -3.32 3.32 .001 .001 -Satisfaction of Life: Satisfaction of Life: statistically significant 2013-08-22 Improving Cognition(Hoseo Univ) 22

  23. IRB Photos IRB Photos 2013-08-22 Improving Cognition(Hoseo Univ) 23

  24. IRB Photos IRB Photos 2013-08-22 Improving Cognition(Hoseo Univ) 24

  25. Installation of Final Products on 25 sites in Seoul Installation of Final Products on 25 sites in Seoul 2013-08-22 Improving Cognition(Hoseo Univ) 25

  26. 2013-08-22 Improving Cognition(Hoseo Univ) 26

  27. Paldokangsan 1 (2011) Purpose To provide the elderly with game-aided lifestyles and entertainment Controller Hand buttons and footboards as game controllers Elderly individuals wishing to walk Main Target User Individuals wishing to exercise with visual effects Other 1. Vicarious satisfaction Expected Effect 2. Game therapy for the elderly Player Two individuals (2 sets of controllers ) Play Time Approx. 7-10 minutes 27 / 15 Hoseo Hoseo University Game Eng. Kyung University Game Eng. Kyung Sik Kim Kim Sik

  28. Paldogangsan1 – Game Design Focus: Game-Aided Human Life Title: “Paldogangsan” enjoy favorites in house =Sightseeing on foot The most popular leisure activity of more than 50s in Korea: -walking around -hiking mountains (survey of 1st year of WC2030) 2013-08-22 Improving Cognition(Hoseo Univ) - 28 -

  29. Paldogangsan1 – Game Design Mixed Reality Interface (combination of chair + shoes) 1-1. Armrest / hand button to control arms of avatar 2. Foodboard / smart shoes to control legs of avatar

  30. Paldogangsan1  Winner of Korean Gaming Award in Academic Area - 30 -

  31. Paldogangsan 1– experiment  309 people participated (for 8 days in Sept. 2011) ● Average age was 75.1 year. ● Men / Women ratio: 22.5%, 77.5% ● Optimal play time(survey): 7.6 min. (full course required about 1,200 steps) - 31 -

  32. Experiments  Easiness: Footboard, display, and play [ Total] [ Men ] [ Women ] (Green: positive, Red: normal, Blue: negative) •Footboard: 52% answered easy to use (men: 40%, women: 56%) •Many answered to change the location of sensor and its sensitivity. •Total play: 76% felt no problem (men: 71%, women: 77%) - 32 -

  33. Experiments  Response from their physical condition [Total] [ Strong ] [ Weak] [ Normal] (Green: positive, Red: normal, Blue: negative) - 33 -

  34. Experiments  Fun of the game 게임의 게임의흥미도 흥미도 (5점 점만점 만점) Intention to play again? 4.2 4.15 4.1 4.05 4 91.7% 3.95 3.9 3.85 3.8 평균 남자 여자 흥미도 4.14 3.94 4.19 Fun of the game: 4.14 average (full: 5) Intention to play the game again: 91.7% Reason: “can forget trivial thought”, “interesting”, “effective physical exercise” - 34 -

  35. Paldokangsan 2 (2012) Objective senior entertainment and welfare Controller hand buttons and foot boards 50’s and later who needs walking and improving me main morization ability Target User sub all who needs walking with vision attention 1. physical exercise (walking) Expected 2. memorization abilities of good foods for 5 diseases Effects (Osteoporosis, Melancholia, Dementia, Hypertension, Diabetes) Player 1 player 1. main: 5-10min. (3 levels) Play time 2. healing game: 2-5 min. 3. mini games: 5-10 min.

  36. Paldogangsan2 – Game Design  ‘Paldogangsan (Season 2)’ Field Of View Game •For the game to improve the multi-signal processing capabilities within a field of view Feature of FOV Game •For the game to improve the multi-signal processing capabilities within a field of viewfor exercise Merit of FOV Game •Select enhance the reaction rate •Position memory speed improvements •Distributed memory improve concentration •Selective focus > Processing speed - 36 -

  37. Paldogangsan2 – Game Design  Two objectives combined to “mall walking” 1. Brain-training 2. Exercise - 37 -

  38. Paldogangsan2 – Game Design  Game interface (3 kinds) - 38 -

  39. Paldogangsan2  Walking in 60th ~ 70th market place in Korea  Mission: remembering good foods  Buy those items for the foods - 39 -

  40. Paldogangsan2  Healing game – upgrading of ver. 1  As 2 players walk on, grass and tree grows fast  Sound: classic music with bird sound - 40 -

  41. Paldogangsan2  2 Minigames for players who can’t walk  Memorizing good and bad foods for 5 diseases  Select foods for some period (30 ~ 50 sec)  Score: good choice with bad choice - 41 -

  42. Experiments 309 people participated (for 4 days in Sept. 2012) 309 people participated (for 4 days in Sept. 2012) ● Average age was 74.9 year old. ● Men / Women ratio: 32%, 68% ● Optimal play time(survey): 13.1 min. 42

  43. Experiments Comparison of proper walking time for ages 43

  44. Experiments Comparison of memorization effects for ages (unit: %) Memorization negative neutral positive total 19.2 18.7 61.6 I can remember good foods M < 75 11.2 20.6 68.2 after game a >=75 27.0 17.1 55.9 i total 18.8 18.8 62.4 It’s helpful for my memory < 75 n 11.2 19.6 69.2 >=75 26.1 18.0 55.9 total 21 20.5 58.4 I can remember good foods M < 75 14 25.2 60.7 for deseases i >=75 27.7 16.1 56.3 n total 21 21 58 I can remember good foods < 75 i 13.1 24.3 62.6 for me >=75 28.6 17.9 53.6

  45. Experiments Comparison of concentration effects for ages (unit: year, %) Concentration negative neutral positive I could total 7.8 8.7 83.1 concentrate < 75 3.7 11.2 85 while playing M game >=75 11.7 6.3 82 a i total 11 9.6 79.5 I could erase n other thoughts < 75 7.5 9.3 83.2 via game play >=75 14.3 9.8 75.9 45

  46. Experiments Comparison of vitality effects for ages (unit: year, %) Vitality negative neutral positive I feel tired and total 10 12.3 77.6 exhausted < 75 9.3 14 76.6 after playing M game(reverse >=75 10.7 10.7 78.6 a coded) i total 6.4 22.8 70.3 I feel n refreshed after < 75 4.7 26.2 69.2 playing game >=75 8.1 19.8 72.1

  47. Conclusion •Serious games for cognition training: -One of good solutions to improve cognitive function -Satisfaction of life to the elders •Rejuvenesce Village: - Showed improvement of cognition with the game - Satisfactory participation of the testing volunteers -25 Senior Community Centers are under operation •Paldokangsan 1, 2: -Looking for business out of Korea 2013-08-22 Improving Cognition(Hoseo Univ) 47

  48. Many thanks for attending Serious Games & Social Connect (SGSC14) May 23rd-25th, 2014 KINTEX, IlSan, Korea www.seriousgamesconference.org Serious Game Center in Hose University: http://seniorgame2030.hoseo.ac.kr Prof. KyungSik Kim Dept. of Game Development, Hoseo University Rep. of Korea (kskim@hoseo.edu) 2013-08-22 Improving Cognition(Hoseo Univ) 48

  49. SGSC2014: Kintex (Korea) 23rd(Fri)~ 25th(Sun) May, 2014 2013-08-22 Improving Cognition(Hoseo Univ) 49

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