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The use of video games in monitoring and maintaining physical and mental health

Abstract

Population aging is a phenomenon observed worldwide, and it is estimated that the Brazilian population will reach 42 million elderly in 2030, representing 18% of the total population in Brazil. Due to this reality, actions to promote health and prevent adverse conditions that often accompany aging, such as cognitive decline, are becoming increasingly necessary. Given the need to create programs aimed at preventing cognitive loss in the elderly, technology emerges as an effective tool. The use of computers, smartphones, tablets, and the Internet are already part of the daily life of this population, as well as the use of gaming applications. In this context, in Phase 1 of PIPE, the benefits of games for the maintenance of cognition were verified; while Phase 2 resulted in the development of the application Active Brain, with emphasis on the elderly and games for the prevention of cognitive decline and stimulation of memory. For PIPE INVEST, the proposal is to enhance the Active Brain app, with an intelligent system of recommendations for the player, considering performance and emotional state to improve the user experience. The objectives of this project include: (1) improving the engagement of users in the games; (2) improving the effectiveness of the application Active Brain in the market; (3) promoting the health of the elderly through video games; (4) implementing cognitive self-monitoring reports; (5) capture and store information in order to maintain a large up-to-date database and thus improve self-monitoring of health. This project will last 12 months, covering the stages of development, testing, analysis of results and implementation of improvements in the application Active Brain. The development of this project will serve to incorporate market elements more effectively, increasing the chances of product success and promoting health through cognitive stimulation of the elderly. Keywords: Elderly, Games, Cognition, Prevention, Technology. (AU)

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