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Título: AN ONLINE MULTIPLAYER GAME FOR IDENTIFYING EXECUTIVE FUNCTIONS IN OLDER ADULTS
Autor: BRUNO PORTELLA TASSARA
Instituição: PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO - PUC-RIO
Colaborador(es):  BRUNO FEIJO - ADVISOR
ANTONIO LUZ FURTADO - CO-ADVISOR
HELENICE CHARCHAT FICHMAN - CO-ADVISOR

Nº do Conteudo: 54719
Catalogação:  14/09/2021 Idioma(s):  PORTUGUESE - BRAZIL
Tipo:  TEXT Subtipo:  THESIS
Natureza:  SCHOLARLY PUBLICATION
Nota:  Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
Referência [pt]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=54719@1
Referência [en]:  https://www.maxwell.vrac.puc-rio.br/colecao.php?strSecao=resultado&nrSeq=54719@2
Referência DOI:  https://doi.org/10.17771/PUCRio.acad.54719

Resumo:
The increasingly accentuated aging of populations in Brazil (1) and the world (2) has made the cognitive decline in the elderly more evident. As the years go by, some individuals may lose the ability to solve new problems or adapt to unforeseen events. In Neuropsychology the Executive Functions of the Brain (EF) are responsible for the performance in this kind of tasks. The loss of efficiency in the Executive Functions is a natural result of the aging process. However, excessive loss of EF can lead to Mild Cognitive Impairment and, in more advanced stages, to neurodegenerative diseases, such as Alzheimer s disease. To detect this kind of impairment, even in its initial stages, there are several test bateries that the psychologist can apply. And, as support for treatment, several activities can stimulate these functions and improve cognitive performance. In the world of digital games, many applications promise to train the brain, but most of these games consist of small isolated tasks. There is a consensus in the scientific Community that social interaction is beneficial to the mental health of old individuals. The diversity of situations faced by the individual in this kind of interaction guarantees that, among other benefits, abilities such as Actualization, Alternance and Inibition are trained, helping improve the executive functions of the elderly. This work proposes creating a serious game, yet ludic and fun, to help identify the loss of efficiency in the use of Executive Functions and, possibly, in their training. The game s lure is in its flexibility and the intensity of the quests presented to the player. These quests are part of a ludic narrative about everyday activities, such as getting groceries at the market or finding candles for a birthday cake. The game s central theme is to collaborate to the realization of the 80-year birthday party of a friend. As for the emotional reactivity of the old adults that engage the game, it was built with the option to regulate de difficult level. The difficult level that each player faces and several other aspects of the game can be configured by a person that acts as controller or mediator of the game, probably a psychologist. Another innovation of this proposal is implementing the game as a multiplayer game, making it possible to observe the social interaction factor in diagnosing and treating cognitive deficit. Or even the relation between the individual s disposition to engage in social activities and the loss of executive functions.

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