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Level up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly

datacite.subject.fosCiências Médicas::Ciências da Saúde
datacite.subject.fosCiências Médicas::Biotecnologia Médica
datacite.subject.fosCiências Naturais::Ciências Biológicas
datacite.subject.fosCiências Naturais::Ciências da Computação e da Informação
datacite.subject.sdg03:Saúde de Qualidade
datacite.subject.sdg04:Educação de Qualidade
datacite.subject.sdg17:Parcerias para a Implementação dos Objetivos
dc.contributor.authorLacomba-Arnau, Elena
dc.contributor.authorRibeiro, Anaísa
dc.contributor.authorSabino, Raquel
dc.contributor.authorPinheiro, Rafael
dc.contributor.authorLopes, Susana
dc.contributor.authorGaspar, Marisa
dc.contributor.authorNavarro-Mateos, Carmen
dc.contributor.authorSousa, Micael
dc.contributor.authorRosa, Marlene
dc.date.accessioned2025-08-29T15:10:21Z
dc.date.available2025-08-29T15:10:21Z
dc.date.issued2025-02-02
dc.descriptionProceedings of the volume: Videogame Sciences and Arts Conference name: 14th International Conference, Leiria, Portugal, December 5–6, 2024
dc.descriptionPart of the book series: Communications in Computer and Information Science (CCIS,volume 2324)
dc.descriptionIncluded in the following conference series: International Conference on Videogame Sciences and Arts
dc.description.abstractMental health issues are a critical concern for the elderly, as the inability to manage stress during stimulation activities can significantly impair their ability to accept and effectively learn new tasks, thereby affecting their performance in daily life activities. Serious games are increasingly recognized as valuable in the context of rehabilitation; however, there is a paucity of studies examining how elderly individuals manage stress and learn in regular practice using such games. In this study, 10 institutionalized elderly participants underwent 6 game-based stimulation sessions playing the serious games Ta!Ti! and Mexerico. Learning variables, including time and error rates, were assessed at baseline (T0), mid-point (T1), and the final session (T2), along with stress management indicators, specifically cortisol levels, at T0 and T2. The findings revealed that learning profiles improved throughout the program, with more pronounced gains observed initially. Additionally, stress levels decreased following each game-based session. The study identified significant relationships between stress management and learning profiles, suggesting that game-based activities can effectively enhance both learning outcomes and stress reduction in the elderly.eng
dc.description.sponsorshipThis work has been made possible through the financial support of different key scholarships: the FI scholarship program of the Agència de Gestió d’Ajuts Universitaris i de Recerca de la Generalitat de Catalunya provided under the code “2023 FI-3 00107”; doctoral research scholarship program of the Foundation for Science and Technology of Portugal, with funding granted under the reference “2023. 02549.BDANA”; the competitive funding grants intended to finance the predoctoral hiring of research personnel in training by the agents of the Andalusian Knowledge System (code “24653”).
dc.identifier.citationLacomba-Arnau, E. et al. (2025). Level up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly. In: Marto, A., et al. Videogame Sciences and Arts. VJ 2024. Communications in Computer and Information Science, vol 2324. Springer, Cham. https://doi.org/10.1007/978-3-031-81713-7_8
dc.identifier.doi10.1007/978-3-031-81713-7_8
dc.identifier.eissn1865-0937
dc.identifier.isbn9783031817120
dc.identifier.isbn9783031817137
dc.identifier.issn1865-0929
dc.identifier.urihttp://hdl.handle.net/10400.8/13931
dc.language.isoeng
dc.peerreviewedyes
dc.publisherSpringer Nature
dc.relationO jogo sério analógico como fator protetor de fragilidade no envelhecimento
dc.relation.hasversionhttps://link.springer.com/chapter/10.1007/978-3-031-81713-7_8
dc.relation.ispartofCommunications in Computer and Information Science
dc.relation.ispartofVideogame Sciences and Arts
dc.rights.uriN/A
dc.subjectElderly
dc.subjectGame-Based Intervention
dc.subjectLearning
dc.subjectSerious Games
dc.titleLevel up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderlyeng
dc.typebook part
dspace.entity.typePublication
oaire.awardTitleO jogo sério analógico como fator protetor de fragilidade no envelhecimento
oaire.awardURIhttp://hdl.handle.net/10400.8/13929
oaire.citation.endPage125
oaire.citation.startPage110
oaire.citation.titleCommunications in Computer and Information Science
oaire.citation.volume2324 CCIS
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
person.familyNameSabino
person.familyNamePinheiro
person.familyNameLopes
person.familyNameda Costa Gaspar
person.familyNameNeves Rosa
person.givenNameRaquel
person.givenNameRafael
person.givenNameSusana
person.givenNameMarisa
person.givenNameMarlene Cristina
person.identifier.ciencia-id8513-F117-D554
person.identifier.ciencia-id1A12-C05B-44B3
person.identifier.ciencia-idA71E-6EFA-80FE
person.identifier.ciencia-idD615-002F-8E48
person.identifier.orcid0009-0002-7803-3067
person.identifier.orcid0000-0002-2369-9016
person.identifier.orcid0000-0001-7363-7078
person.identifier.orcid0000-0002-5584-6324
person.identifier.orcid0000-0001-8276-655X
person.identifier.ridK-7059-2013
person.identifier.scopus-author-id57204116615
person.identifier.scopus-author-id55969188500
person.identifier.scopus-author-id55924760400
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