title: Serious games for elderly continuous monitoring.
abstract: Information technology (IT) and serious games allow older population to remain independent for longer. Hence, when designing technology for this population, developmental changes, such as attention and/or perception, should be considered. For instance, a crucial developmental change has been related to cognitive speed in terms of reaction time (RT). However, this variable presents a skewed distribution that difficult data analysis. An alternative strategy is to characterize the data to an ex-Gaussian function. Furthermore, this procedure provides different parameters that have been related to underlying cognitive processes in the literature. Another issue to be considered is the optimal data recording, storing and processing. For that purpose mobile devices (smart phones and tablets) are a good option for targeting serious games where valuable information can be stored (time spent in the application, reaction time, frequency of use, and a long etcetera). The data stored inside the smartphones and tablets can be sent to a central computer (cloud storage) in order to store the data collected to not only fill the distribution of reaction times to mathematical functions, but also to estimate parameters which may reflect cognitive processes underlying language, aging, and decisional process.
authors.affiliation: Instituto ITACA, Universitat Politècnica de València , Universitat Politécnica de Valencia (UPV), Edificio 8G, Camino de Vera, S/N, 46022, València, Spain, lemus@upv.es.
authors.forename: Lenin-G
authors.initials: LG
authors.lastname: Lemus-Zúñiga
authors.forename: Esperanza
authors.initials: E
authors.lastname: Navarro-Pardo
authors.forename: Carmen
authors.initials: C
authors.lastname: Moret-Tatay
authors.forename: Ricardo
authors.initials: R
authors.lastname: Pocinho
mesh_terms: D000368:Aged; D000375:Aging; D040421:Cell Phone; D006801:Humans; D008991:Monitoring, Physiologic / Q000379:methods*; D011930:Reaction Time; D018910:Video Games