The progressive ageing of the population, together with the increase in the prevalence of neurodegenerative diseases and the lack of effective pharmacological treatments for Alzheimer's disease (AD) raises the need to seek new therapeutic perspectives. It has been proposed that technology can provide integrated solutions in different areas related to the health and well-being of the patients. In recent years there has been growing interest in the so-called "serious games" or "therapeutic games" aimed at diagnosis or cognitive training in people with Mild Cognitive Impairment (MCI) or AD. The aim of this work is to review the scientific evidence that supports the application of "serious games" in the field of dementia. It presents the concep...
Abstract. Serious games for dementia (SG4D) hold their own, unique and significant space within the ...
Despite growing interest in developing ecological assessment of difficulties in patients with Alzhei...
Objective: The aim of this review was to examine the efficacy of game-based interventions for people...
Alzheimer's disease and other related disorders (ADRD) represent a major challenge for health care s...
International audienceAlzheimer's disease and other related disorders (ADRD) represent a major chall...
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative d...
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative d...
Dementia is a serious, progressive, and often debilitating illness with no known cure, having a seve...
To face new challenges caused by society aging, several researchers have initiated the experimentati...
The one-page paperPurpose With the ageing population, Alzheimer's disease and related pathologies ar...
Background: An increase in dementia prevalence has been accompanied by increasing interest in new re...
Abstract. Serious games find wide application in the health domain, oc-cupying their own place in th...
The following chapter will address the use of gamification (specifically serious games). As well as ...
Gamification can provide new perspectives to help training people with Alzheimer and their caregiver...
Information and Communication Technologies (ICT) are no longer objects gathering dust on a shelf; in...
Abstract. Serious games for dementia (SG4D) hold their own, unique and significant space within the ...
Despite growing interest in developing ecological assessment of difficulties in patients with Alzhei...
Objective: The aim of this review was to examine the efficacy of game-based interventions for people...
Alzheimer's disease and other related disorders (ADRD) represent a major challenge for health care s...
International audienceAlzheimer's disease and other related disorders (ADRD) represent a major chall...
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative d...
The use of Serious Games (SG) in the health domain is expanding. In the field of neurodegenerative d...
Dementia is a serious, progressive, and often debilitating illness with no known cure, having a seve...
To face new challenges caused by society aging, several researchers have initiated the experimentati...
The one-page paperPurpose With the ageing population, Alzheimer's disease and related pathologies ar...
Background: An increase in dementia prevalence has been accompanied by increasing interest in new re...
Abstract. Serious games find wide application in the health domain, oc-cupying their own place in th...
The following chapter will address the use of gamification (specifically serious games). As well as ...
Gamification can provide new perspectives to help training people with Alzheimer and their caregiver...
Information and Communication Technologies (ICT) are no longer objects gathering dust on a shelf; in...
Abstract. Serious games for dementia (SG4D) hold their own, unique and significant space within the ...
Despite growing interest in developing ecological assessment of difficulties in patients with Alzhei...
Objective: The aim of this review was to examine the efficacy of game-based interventions for people...