SERIOUS GAMES FOR PROMOTING ACTIVE AND HEALTHY AGEING AND MONITORING FRAILTY IN THE ELDERLY
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Abstract
In our ageing society, game-based learning can play an important role. Ageing turns us into "lifelong learners" and serious games could provide valuable support to improve health, enhance and rehabilitate cognition, promote new skills and promote social inclusion. To date, serious games are promising and accessible tools suitable for promoting healthy and active ageing. The role of developers and trainers is crucial in achieving the set goals. When the target population is elderly there are functional, pedagogical, psychological, and ergonomic aspects to be considered when implementing new games and new technologies. Despite the many difficulties, serious games can and "should" complement existing neuropsychological interventions, offering a more engaging, standardized, and personalized context for training or rehabilitation. The objective of this contribution is to provide a framework for understanding and developing ICT-IoT products for the elderly population so that process pipelines and effectiveness measures can be optimized.
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