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Az@GAME

AlZheimer and Associated pathologies Game for Autonomy Maintenance Evaluation

Summary

Az@GAME (Alzheimer Disease and serious game) is the winner of the santé n°1 2011-2015: santé et autonomie sur le lieu de vie grâce au numérique. This program has helped develop several serious games for patients and caregivers. The main results are summarized below and illustrated by videos.

Results – Publications

Auteurs Titre Année Documents
Gregory Ben-Sadoun & al
Physical and Cognitive Stimulation Using an Exergame in Subjects with Normal Aging, Mild and Moderate Cognitive Impairment    2016
JAD160268.pdf (639 downloads)
B. Fosty & al 
Accuracy and reliability of the RGB-D camera for measuring walking speed on a treadmill    2015
Fosty-2016.pdf (813 downloads)

Serious Game for caregivers CLIP VIDEO at the bottom  

EHPAD-PANIC demonstrated that a Serious Game could be useful for the education of the healthcare professionals in nursing homes. It is a well-functioning and well- accepted game. After the AZ@GAME project, it is important to increase the number of scenarios, and to diffuse the game.

Serious Game for patients

Cognitive assessment with Xtorp

A cognitive test developed for the game Xtorp allows to differentiate between patients and healthy controls as well as a classical test.

Training with Xtorp CLIP VIDEO at the bottom

Xtorp allows patients:
– To perform physical and cognitive activities continuously and progressively for a 1-month period;
– To improve their physical and cognitive performance, and to keep motivated.

Assistance system for Serious Game

In the context of the game it is possible to use an assistance system;
– The system is well accepted by patients;
– The system improves game usability and game performance, especially in more severe patients.


Forecasted effects

For family helpers, the objective is to raise consciousness of the disease by a ludic and immersing presentation through simulation exercises involving interaction.

The objective is also to raise consciousness of the disease and see its daily progress. This consciousness raising relies on the importance to prepare the family background on the different steps of the disease over the years.

As regards patient assessment of cognitive and behavioural abilities, the objective is to comprehend better and follow disease progression to:

  • enable professional helpers to follow their patient’s condition and better adapt trainings offered within the game,
  • enable family helpers to adapt their behaviour to the patient according to disease progression.

Concerning training, the objective is to meet the patient’s requirements in terms of exercises that should be fulfilled in the hospital or at home. By staying fit as long as possible we are looking for an autonomy in the long-term. The objective is to create social link with another patient or with a caregiver through some multiplayer exercises to train and increase motivation.

As regards socialization of family helpers, the objective is to help them to break out of their isolation by talking with other caregivers and with professionals. The objective is also to give some tools to professional helpers to ensure a follow-up of the patient, friends and family circle.

This is explained through practical cases presented in the section ‘Application Scenarios’.

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