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Exercogs: an augmented reality and gamification therapy for dementia prevention

Shared by Cátia Gameiro on 2023-07-18 14:04

About the solution

Our solution arises to respond to the social problem of dementia that affects thousands of people globally. Currently, we know 40% of these cases are due to 12 modifiable risk factors, mainly the social isolation, physical inactivity and depression.
The exercogs are a therapeutic tool created for dementia prevention programs. This is an innovative tool that combine physical exercise, cognitive skills, and social interaction in a single activity. It is worth emphasizing that these games are played in group whithin a game scenario specially designed to promote social interaction, allowing the creation of healthy connections between older people that are fundamental for their mental and emotional health. In addition, the exercogs are gamified and use augmented reality to provide an interactive and motivating experience.
The exercogs have different levels of difficulties that allow the adaptation of the activities to the needs and potential of each person.
In the physical domain, the games allow us to work on mobility, motor coordination and balance. On a cognitive level, they work on attention, executive functions and memory.

This solution shall not include mention to the use of drugs, chemicals or biologicals (including food); invasive devices; offensive, commercial or inherently dangerous content. This solution was not medically validated. Proceed with caution! If you have any doubts, please consult with a health professional.

About the author

We are an interdisciplinary team specialized in aging and dementia (Casa de Saúde da Idanha /Irmãs Hospitaleiras). We have been working with dementia for many years, so we deal with the suffering that this condition causes to diagnosed person and their caregivers. Since there is no cure for dementia, we decided that we had to do something with preventive a nature. In a partnership with ISR-Instituto Superior Técnico, we produced the scientific contents, which were later gamified for an augmented reality platform.

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