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Frost E, Malhotra P, Porat T, Poole K, Menon A, Picinali L. HEaring and LIstening eXperience (HELIX): Evaluation of a co-designed serious game for auditory-cognitive training. Q J Exp Psychol (Hove) 2025:17470218251324168. [PMID: 39972554 DOI: 10.1177/17470218251324168] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/21/2025]
Abstract
In the dementia field, a number of applications are being developed aimed at boosting functional abilities. There is an interesting gap as to how utilising serious games can further the knowledge on the potential relationship between hearing and cognitive health in mid-life. The aim of this study was to evaluate the auditory-cognitive training application HELIX, against outcome measures for speech-in-noise, cognitive tasks, communication confidence, quality of life, and usability. A randomised-controlled trial was completed for 43 participants with subjective hearing loss and/or cognitive impairment, over a play period of 4 weeks and a follow-up period of another 4 weeks. Outcome measures included a new online implementation of the Digit-Triplet-Test, a battery of online cognitive tests, and quality of life questionnaires. Paired semi-structured interviews and usability measures were completed to assess HELIX's impact on quality of life and usability. An improvement in the performance of the Digit-Triplet-Test, measured 4 and 8 weeks after the baseline, was found within the training group; however, this improvement was not significant between the training and control groups. No significant improvements were found in any other outcome measures. Thematic analysis suggested HELIX prompted the realisation of difficulties and actions required, improved listening, and positive behaviour change. Employing a participatory design approach has ensured HELIX is relevant and useful for participants who may be at risk of developing age-related hearing loss and cognitive decline. Although an improvement in the Digit-Triplet-Test was seen, it is not possible to conclude whether this was as a result of playing HELIX.
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Affiliation(s)
- Emily Frost
- Imperial College London, London, UK
- Imperial College Healthcare NHS Trust, London, UK
| | - Paresh Malhotra
- Imperial College London, London, UK
- Imperial College Healthcare NHS Trust, London, UK
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Handrich F, Heidenreich S, Kraemer T. Innovate or game over? Examining effects of product innovativeness on video game success. ELECTRONIC MARKETS 2022; 32:987-1002. [PMID: 35602113 PMCID: PMC8886200 DOI: 10.1007/s12525-022-00521-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/09/2021] [Accepted: 01/04/2022] [Indexed: 06/01/2023]
Abstract
UNLABELLED In recent years, the video game industry has invested significant amounts in the development of innovative elements for its products. However, it is still subject to debate whether these R&D investments always pay off. While prior research has confirmed that enhancing product innovativeness increases business performance in certain industries, corresponding findings for the video game market are lacking. This might be a result of missing theoretical conceptualizations and adequate empirical operationalizations of game innovativeness. Addressing this research gap, this study provides the first conceptualization and operationalization of game innovativeness, shedding first light on its performance effects. Based on longitudinal data on 351 computer games, our findings confirm that innovations in the game's presentation and principle enhance short-term success, whereas innovations in a game's storyline can be more of a hindrance than a godsend for companies. However, our results also show that performance effects of game innovativeness diminish over time. SUPPLEMENTARY INFORMATION The online version contains supplementary material available at 10.1007/s12525-022-00521-7.
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Affiliation(s)
- Franziska Handrich
- Faculty of Human and Business Sciences, Saarland University, Building C3 1, 66123 Saarbruecken, Saarland Germany
| | - Sven Heidenreich
- Faculty of Human and Business Sciences, Saarland University, Building C3 1, 66123 Saarbruecken, Saarland Germany
| | - Tobias Kraemer
- Institute for Management, University of Koblenz–Landau, Universitätsstraße 1, 56070 Koblenz, Germany
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Qiu B, Chen Y, He X, Liu T, Wang S, Zhang W. Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph18136884. [PMID: 34206942 PMCID: PMC8297281 DOI: 10.3390/ijerph18136884] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/11/2021] [Revised: 06/23/2021] [Accepted: 06/24/2021] [Indexed: 11/16/2022]
Abstract
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.
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Affiliation(s)
- Boyu Qiu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Yanrong Chen
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Xu He
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Ting Liu
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Sixian Wang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
| | - Wei Zhang
- Key Laboratory of Brain, Cognition and Education Sciences, South China Normal University, Ministry of Education, Guangzhou 510631, China; (B.Q.); (Y.C.); (X.H.); (T.L.); (S.W.)
- School of Psychology, South China Normal University, Guangzhou 510631, China
- Center for Studies of Psychological Application and Guangdong Key Laboratory of Mental Health and Cognitive Science, South China Normal University, Guangzhou 510631, China
- Correspondence:
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Frost E, Porat T, Malhotra P, Picinali L. A Novel Auditory-Cognitive Training App for Delaying or Preventing the Onset of Dementia: Participatory Design With Stakeholders. JMIR Hum Factors 2020; 7:e19880. [PMID: 32996884 PMCID: PMC7557448 DOI: 10.2196/19880] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/09/2020] [Revised: 07/20/2020] [Accepted: 08/12/2020] [Indexed: 01/19/2023] Open
Abstract
BACKGROUND Multiple gaming apps exist under the dementia umbrella for skills such as navigation; however, an app to specifically investigate the role of hearing loss in the process of cognitive decline is yet to be designed. There is a demonstrable gap in the utilization of games to further the knowledge of the potential relationship between hearing loss and dementia. OBJECTIVE This study aims to identify the needs, facilitators, and barriers in designing a novel auditory-cognitive training gaming app. METHODS A participatory design approach was used to engage key stakeholders across audiology and cognitive disorder specialties. Two rounds, including paired semistructured interviews and focus groups, were completed and thematically analyzed. RESULTS A total of 18 stakeholders participated, and 6 themes were identified to inform the next stage of app development. These included congruence with hobbies, life getting in the way, motivational challenge, accessibility, addictive competition, and realism. CONCLUSIONS The findings can now be implemented in the development of the app. The app will be evaluated against outcome measures of speech listening in noise, cognitive and attentional tasks, quality of life, and usability.
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Affiliation(s)
- Emily Frost
- Dyson School of Design Engineering, Imperial College London, London, United Kingdom
| | - Talya Porat
- Dyson School of Design Engineering, Imperial College London, London, United Kingdom
| | - Paresh Malhotra
- Division of Brain Sciences, Imperial College London, London, United Kingdom
| | - Lorenzo Picinali
- Dyson School of Design Engineering, Imperial College London, London, United Kingdom
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