Patrick Manser

Postdoctoral Researcher in Technology-enhanced Training for Brain Health at Karolinska Institute


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Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper


Journal article


Patrick Manser, Eling D. de Bruin
Frontiers in Aging Neuroscience, vol. 13, 2021


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APA   Click to copy
Manser, P., & de Bruin, E. D. (2021). Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper. Frontiers in Aging Neuroscience, 13. https://doi.org/10.3389/fnagi.2021.734012


Chicago/Turabian   Click to copy
Manser, Patrick, and Eling D. de Bruin. “Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper.” Frontiers in Aging Neuroscience 13 (2021).


MLA   Click to copy
Manser, Patrick, and Eling D. de Bruin. “Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper.” Frontiers in Aging Neuroscience, vol. 13, 2021, doi:10.3389/fnagi.2021.734012.


BibTeX   Click to copy

@article{manser2021a,
  title = {Making the Best Out of IT: Design and Development of Exergames for Older Adults With Mild Neurocognitive Disorder – A Methodological Paper},
  year = {2021},
  journal = {Frontiers in Aging Neuroscience},
  volume = {13},
  doi = {10.3389/fnagi.2021.734012},
  author = {Manser, Patrick and de Bruin, Eling D.}
}

Abstract:

Background: Utilizing information technology (IT) systems, for example in form of computerized cognitive screening or exergame-based (also called active videogames) training, has gained growing interest for supporting healthy aging and to detect, prevent and treat neurocognitive disorders (NCD). To ameliorate the effectiveness of exergaming, the neurobiological mechanisms as well as the most effective components for exergame-based training remain to be established. At the same time, it is important to account for the end-users’ capabilities, preferences, and therapeutic needs during the design and development process to foster the usability and acceptance of the resulting program in clinical practice. This will positively influence adherence to the resulting exergame-based training program, which, in turn, favors more distinct training-related neurobiological effects.

Objectives and Methods: This methodological paper describes the design and development process of novel exergame-based training concepts guided by a recently proposed methodological framework: The ‘Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health’ (Li et al., 2020).

Case Study: A step-by-step application of the MIDE-framework as a specific guidance in an ongoing project aiming to design, develop, and evaluate an exergame-based training concept with the aim to halt and/or reduce cognitive decline and improve quality of life in older adults with mild neurocognitive disorder (mNCD) is illustrated.

Discussion and Conclusion: The development of novel exergame-based training concepts is greatly facilitated when it is based on a theoretical framework (e.g., the MIDE-framework). Applying this framework resulted in a structured, iterative, and evidence-based approach that led to the identification of multiple key requirements for the exergame design as well as the training components that otherwise may have been overlooked or neglected. This is expected to foster the usability and acceptance of the resulting exergame intervention in “real life” settings. Therefore, it is strongly recommended to implement a theoretical framework (e.g., the MIDE-framework) for future research projects in line with well-known checklists to improve completeness of reporting and replicability when serious games for motor-cognitive rehabilitation purposes are to be developed. 



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