Abstract
To examine the potential benefits of a complex online video game as a cognitive intervention for older adults, participants first had to be able to engage in gameplay. This necessitated the development of a training and support program for a complex computer task, with the unusual aim of maximizing mental effort. The goal of the training program was to equip participants to handle the challenges of the game while keeping them near the limits of their ability while playing. The training program was multi-modal and encompassed both in-person and remote methods. Successes and failures are discussed.
Cite
CITATION STYLE
Whitlock, L. A., McLaughlin, A. C., & Allaire, J. C. (2010). Training Requirements of a Video Game-Based Cognitive Intervention for Older Adults: Lessons Learned. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 54(27), 2343–2346. https://doi.org/10.1177/154193121005402726
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