01607nas a2200145 4500008004100000245008700041210006900128260001200197300000800209490000700217520115000224100001901374700002101393856004701414 2022 eng d00aA Systematic Review of Serious Games Relating to Cognitive Impairment and Dementia0 aSystematic Review of Serious Games Relating to Cognitive Impairm c03/2022 a1-90 v203 a

 Assessment, diagnosis, and cognitive stimulation of patients with different stages of cognitive impairment, including mild cognitive impairment (MCI) and Alzheimer’s disease, has become a growing area of research. Recently, there has been an increase in interest in applying serious games for older people with neurodegenerative diseases. The present systematic review aims to investigate and classify serious games for detecting cognitive impairment in the elderly. In this review, searches focused on studies conducted between 2014 and 2021, of which twenty-four studies met the inclusion criteria. In this regard, we identified a few categories for the collective classification of serious games. We chose taxonomy of five classes to classify serious games dedicated to cognitive training and diagnosis among seniors: cognitive skills, objectives, game elements, motivation, and validation. We conclude that gamified techniques prove to be a valuable complement to traditional treatments because of the increased patient engagement.

1 aMezrar, Samiha1 aBendella, Fatima uhttp://www.dline.info/download.php?sn=344801767nas a2200157 4500008004100000245011700041210006900158260001200227300001200239490000700251520123700258100001901495700002101514700001801535856005601553 2018 eng d00aDevelopment of an Adaptive Collaborative Serious Game Based on Learning Style, Using Trace and Agent Technology-0 aDevelopment of an Adaptive Collaborative Serious Game Based on L c06/2018 a127-1350 v163 a

: In the collaborative serious game, adaptation is one of the main factors could be considered in the phase of conception since they can contribute to improve learning performance. Learning styles present one of the most factors that affect learning outcomes. Game-based learning (GBL) that takes into account learning styles in the process of adaptation, it furnishes to learners a greater benefit owing in the personalization of learning and contents materials according to their proper learning styles. cepted 6 January 2018 Journal of Digital Information Management DOI: 10.6025/jdim/2018/16/3/127-135 1. Introduction In this paper, Adaptive system that personalize a collaborative serious game based on learning style proposed by Felder and Silverman is described. This system used trace and agent technology. A model of trace and group model are developed to extract adaptation knowledge in order to form plan that will be executed by Npc player. To evaluate a system, an experiment has been conducted on group of students. From the experimental results, it is concluded that the adaptive collaborative serious game based on learning style improve learning outcomes and effectiveness, and promote learning motivation.

1 aBoufera, Hadya1 aBendella, Fatima1 asehaba, Karim uhttp://dline.info/fpaper/jdim/v16i3/jdimv16i3_3.pdf00498nas a2200145 4500008004100000245011600041210006900157260001200226300001200238490000700250100001900257700002100276700001800297856003700315 2018 eng d00aDevelopment of an Adaptive Collaborative Serious Game Based on Learning Style, Using Trace and Agent Technology0 aDevelopment of an Adaptive Collaborative Serious Game Based on L c06/2018 a127-1350 v161 aBoufera, Hadya1 aBendella, Fatima1 asehaba, Karim uhttps://dline.info/newl/node/677