Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Accepted for/Published in: JMIR Serious Games

Date Submitted: Sep 6, 2018
Open Peer Review Period: Sep 10, 2018 - Oct 15, 2018
Date Accepted: Jan 20, 2019
(closed for review but you can still tweet)

The final, peer-reviewed published version of this preprint can be found here:

Do-It-Yourself Gamified Cognitive Training: Viewpoint

van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA

Do-It-Yourself Gamified Cognitive Training: Viewpoint

JMIR Serious Games 2019;7(2):e12130

DOI: 10.2196/12130

PMID: 31066713

PMCID: 6528436

Do-it-yourself gamified cognitive training: a viewpoint

  • Sjors CF van de Weijer; 
  • Mark L Kuijf; 
  • Nienke M de Vries; 
  • Bastiaan R Bloem; 
  • Annelien A Duits

ABSTRACT

Background:

Cognitive decline is an important non-motor symptom in Parkinson’s disease (PD). Unfortunately, very few treatment options are available. Recent work pointed to small positive effects of non-pharmacological cognitive training in PD. Most of these trainings are performed under supervision and solely computerized versions of paper-pencil (traditional) cognitive training programs, lacking rewarding gamification stimulants that could help to promote adherence. By describing three different self-invented ways of cognitive gaming in patients with PD, we aim to raise awareness for the potential of gamified cognitive training in PD patients. Additionally, we hope to inspire the readers with our case descriptions, highlighting the importance of both personalisation and co-creation in the development of games for health. Cases: Here, we present three PD patients with different ages, different disease stages and from various backgrounds, who all used a self-invented cognitive training, including elements of personalization and gamification. To indicate generalization into a larger PD population, the recruitment results from a recent cognitive game trial are added. Discussion: The presented cases show similarities in terms of awareness of their cognitive decline and the ways this process could potentially be counteracted, by looking for tools to train their cognition. Based on the response of the recruitment procedure, there seems to be interest in gamified cognitive training in a larger PD population too. Gamification may add to traditional therapies in terms of personalization and adherence. Positive results have already been found with gamified trainings in other populations, and the cases described here suggest that PD is also an attractive area to develop and test gamified cognitive trainings. However, no results of gamified cognitive trainings in PD have been published to this date. This suggests an unmet need in this area and may justify the development of gamified cognitive training and its evaluation, for which our considerations can be used.


 Citation

Please cite as:

van de Weijer SC, Kuijf ML, de Vries NM, Bloem BR, Duits AA

Do-It-Yourself Gamified Cognitive Training: Viewpoint

JMIR Serious Games 2019;7(2):e12130

DOI: 10.2196/12130

PMID: 31066713

PMCID: 6528436

Per the author's request the PDF is not available.

© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.