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Examining the Neurocognitive Validity of Commercially Available, Smartphone-Based Puzzle Games

机译:检查市售的基于智能手机的益智游戏的神经认知有效性

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摘要

Cognitive assessment typically involves assessing a person’s cognitive performance in unfamiliar and ar-guably unnatural clinical surroundings. User-centred approaches to assessment and monitoring, driven by issues such as enjoyability and familiarity, are largely absent. Everyday technologies, for example, smartphones represent an opportunity to obtain an objective assessment of a person’s cognitive capabili-ties in a non-threatening, discreet and familiar way, e.g. by everyday puzzle games undertaken as a leisure activity at home. We examined the strength of relationships that exist between performance on common puzzle games and standard measures of neuropsychological performance. Twenty-nine participants, aged 50 - 65 years, completed a comprehensive neuropsychological test battery and played three smart-phone-based puzzle games in triplicate: a picture puzzle [Matches Plus], a word puzzle [Jumbline] and a number puzzle [Sudoku]. As anticipated, a priori, significant correlations were observed between scores on a picture puzzle and visual memory test (r = 0.49; p = 0.007); a word puzzle and estimated verbal IQ (r = 0.53; p = 0.003) and verbal learning (r = 0.30; p = 0.039) tests; and a number puzzle and reason-ing/problem solving test (r = 0.42; p = 0.023). Further analyses making allowance for multiple compari-sons identified a significant unanticipated correlation (r = 0.49; p = 0.007) between number puzzle scores and a measure of nonverbal working memory. Performance on these smartphone-based games was in-dicative of relative cognitive ability across several cognitive domains at a fixed time point. Smart-phone-based, everyday puzzle games may offer a valid, portable measure of assessing and monitoring cognition in older adults.
机译:认知评估通常涉及评估一个人在陌生且可能是不自然的临床环境中的认知表现。在诸如愉快程度和熟悉度之类的问题的驱动下,以用户为中心的评估和监控方法已基本缺失。例如,智能手机等日常技术代表着一种机会,可以以一种非威胁性,谨慎和熟悉的方式(例如,智能手机)来客观地评估一个人的认知能力。通过日常的益智游戏在家中进行的一项休闲活动。我们研究了常见益智游戏的表现与神经心理表现的标准测量之间存在的关系的强度。 29名年龄在50-65岁之间的参与者完成了一次全面的神经心理学测试,并玩了三次基于智能手机的益智游戏,一式三份:图片拼图[Matches Plus],单词拼图[Jumbline]和数字拼图[Sudoku] ]。正如预期的那样,在图片拼图和视觉记忆测试中的分数之间存在先验的显着相关性(r = 0.49; p = 0.007);单词拼图和估计的语言智商(r = 0.53; p = 0.003)和语言学习(r = 0.30; p = 0.039)测试;以及数字谜题和推理/问题解决测试(r = 0.42; p = 0.023)。进一步的分析允许对多个比较进行比较,发现数字拼图得分与非语言工作记忆量度之间存在显着的意外关联(r = 0.49; p = 0.007)。这些基于智能手机的游戏的性能表明在固定时间点跨多个认知领域的相对认知能力。基于智能手机的日常益智游戏可以为评估和监测老年人的认知提供一种有效的便携式方法。

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  • 作者

    Barrett, Suzanne;

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  • 年度 2012
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  • 原文格式 PDF
  • 正文语种 eng
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