From an early age, human beings saw an opportunity in games to cognitively stimulate their brains, both to stimulate learning and to help solve everyday tasks, promoting a healthier brain. Some of our brain's capacities remain functional throughout life, but many cognitive functions, such as memory, deteriorate from the age of 40 and to combat this cognitive deficit it is necessary to use exercises that are favourable to this problem. For example, it is possible to combat dementia, which is a cognitive impairment in humans, through games, and there have been many improvements. Nowadays, there are various devices on which games can be played, such as computers, tablets or smartphones. However, smartphones are the most widely used due to their ease of handling and portability, which is why they are the device included in this project for its development. This project aims to stimulate cognitive abilities through a mobile game. In order to create the challenges present in this game, various platforms with the same aim were studied, which already have various games designed to stimulate each cognitive function as inspiration, and all of these challenges are scalable in terms of their difficulty, as the game needs to be increasingly challenging. This article presents a proposal for a Mobile Game for Active Ageing, taking advantage of the widespread use of smartphones to promote this practice. This solution can also be widely used for teaching related to active ageing, namely by studying the impact of this type of application on its target audience.

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Mobile Game for Teaching and Applying Principles for Active Ageing

  • Márcio Oliveira,
  • João Carlos Silva,
  • Sandro Carvalho,
  • João Vidal Carvalho

摘要

From an early age, human beings saw an opportunity in games to cognitively stimulate their brains, both to stimulate learning and to help solve everyday tasks, promoting a healthier brain. Some of our brain's capacities remain functional throughout life, but many cognitive functions, such as memory, deteriorate from the age of 40 and to combat this cognitive deficit it is necessary to use exercises that are favourable to this problem. For example, it is possible to combat dementia, which is a cognitive impairment in humans, through games, and there have been many improvements. Nowadays, there are various devices on which games can be played, such as computers, tablets or smartphones. However, smartphones are the most widely used due to their ease of handling and portability, which is why they are the device included in this project for its development. This project aims to stimulate cognitive abilities through a mobile game. In order to create the challenges present in this game, various platforms with the same aim were studied, which already have various games designed to stimulate each cognitive function as inspiration, and all of these challenges are scalable in terms of their difficulty, as the game needs to be increasingly challenging. This article presents a proposal for a Mobile Game for Active Ageing, taking advantage of the widespread use of smartphones to promote this practice. This solution can also be widely used for teaching related to active ageing, namely by studying the impact of this type of application on its target audience.