Review Article

Interactive Digital Serious Games for the Assessment, Rehabilitation, and Prediction of Dementia

Table 2

Survey of rehabilitative games reviewed.

WorksForm of testing undertaken Period undertaken Size of test Cognitive deficit AI Predictive capabilityInvasiveness
L = low
M = medium
H = high
Average effectiveness Platform
PlayCognitive battery utilised?Other

Anguera et al. (2013) [32]EEG1 month60UndisclosedM-H 400% increase Laptop PC and game controller
Imbeault et al. (2011) [22]UntestedUntestedUntestedUntestedMUnknownUndisclosed
Prokopenko et al. (2011) [23]30 hours26Normal to mild dementiaM24.6% average PC
de la Guia et al. (2013) [24]UntestedUntestedUntestedUntestedHUnknownPC
Lin and Chen (2012) [25]UndisclosedUntested Untested MUnknownUndisclosed
Chang et al. (2013) [26]Questionnaire, game analysisOne week10 UnknownMHalf able to achieve 70%>Tablet based device
Lopez-Martínez et al. (2011) [27]Questionnaire, game analysis14 hours20UnknownMUnknownPC
Billis et al. (2011) [28]8 weeks, 40 hrs14 5 normal, 8 MCI, 1 mild dementiaH46.8% Nintendo Wii
He et al. (2012) [29]UnknownUndisclosedUnknownUnknownMUnknownPC with Microsoft Kinect
Chilukoti et al. (2007) [30]UntestedUntestedUntestedUntestedHUntestedPC with minibike and custom controller
de Urturi Breton et al. (2012) [2]UntestedUntestedUntestedUntestedM-H UntestedPC with Microsoft Kinect
Boulay et al. (2011) [13]5x 10–20 min sessions7Alzheimer’s H63.2% average user satisfactionNintendo Wii
Tapus (2009) [31]10x 10–20 min sessions, 6 months 9 reduced to 3 Cognitively impaired-Alzheimer’s 1 mild, 1 moderate, and 7 severe, only 3 retained for final studyHNo statistics availablePC with ActivMedia Pioneer 2DX robot