This is a video game that installs and runs on an Android-based tablet, containing 3 game difficulty levels. Together with other features installed in the Android tablet, the full suite of solutions can be used for rehabilitation purposes for elderly individuals staying in nursing homes and healthcare institutions. The games have been designed to aid in the behavioural functions of the elderly, namely, the core brain ability of attention building, and the practice of brain exercise. The games' themes are localised with graphical interface and illustrations.
Provided is the Android application package (APK) file for installation of the application onto the Android tablet.
The gameplay intent and the game object(s) interactions featured in the application are as follows:
Ageing is associated with deficits in cognitive control that span multiple functional domains, including perception, attention, working memory, long-term memory, and action. Hence, the potential applications would include aiding elderly individuals and people suffering from mental disorder such as dementia.
It offers a means for rehabilitation specialists to remotely assess compliance of patients with their rehabilitation therapy and monitor changes in function over time.
A video game is an electronic game that allows for interaction with a user interface, in order to generate a visual feedback from a device's display such as that from a TV, personal computer, tablet or a smartphone.
The global video game software market is anticipated to grow at a healthy rate during the forecast period from 2018-2022. The global video game software market is supported by various growth drivers such as gradually shifting preference to digital games from physical games, growth prospects in emerging markets worldwide, rise in purchasing power and launching of backward compatible video games. The global gaming market size is anticipated to reach USD 171.96 billion by 2025, according to a new report by Grand View Research, Inc, registering a 6.5% CAGR during the forecast period. The Asia Pacific market is expected to gain traction, attaining a market size of USD 86.84 billion by 2025.
Studies have shown that video games could be used for the prevention, treatment, and rehabilitation of mental and other health conditions.
The benefits to the elderly are as follows: