• Skip to main content
  • Skip to primary sidebar

Tracking Health and Wellness Applications of Brain Science

Spanish
sb-logo-with-brain
  • Resources
    • Monthly eNewsletter
    • Solving the Brain Fitness Puzzle
    • The SharpBrains Guide to Brain Fitness
    • How to evaluate brain training claims
    • Resources at a Glance
  • Brain Teasers
    • Top 25 Brain Teasers & Games for Teens and Adults
    • Brain Teasers for each Cognitive Ability
    • More Mind Teasers & Games for Adults of any Age
  • Virtual Summits
    • 2019 SharpBrains Virtual Summit
    • Speaker Roster
    • Brainnovations Pitch Contest
    • 2017 SharpBrains Virtual Summit
    • 2016 SharpBrains Virtual Summit
    • 2015 SharpBrains Virtual Summit
    • 2014 SharpBrains Virtual Summit
  • Report: Pervasive Neurotechnology
  • Report: Digital Brain Health
  • About
    • Mission & Team
    • Endorsements
    • Public Speaking
    • In the News
    • Contact Us

Brain Training Games for Seniors: Looking for the best brain training app

February 10, 2011 by Donal O'Brien @ Queen's University Belfast

This arti­cle reports on a series of focus group stud­ies car­ried out at the Son­ic Arts Research Cen­tre, Queen’s Uni­ver­si­ty Belfast, North­ern Ire­land. The aim was to iden­ti­fy the key moti­va­tion­al fac­tors influ­enc­ing seniors’ engage­ment with mobile brain train­ing tech­nol­o­gy in order to inform the design of a brain train­ing tool which is accept­able / enjoy­able to tar­get users.

The result is an iPhone appli­ca­tion named ‘Brain Jog’ which can be down­loaded from here for free. The appli­ca­tion is being used for a fur­ther study to bet­ter under­stand what con­sti­tutes an enjoy­able brain train­ing game expe­ri­ence for seniors and is the first step in a larg­er study which will inves­ti­gate how effec­tive ‘brain train­ing’ apps can be in pre­vent­ing cog­ni­tive decline / demen­tia. Users over the age of 50 are encour­aged to down­load the free app and take part.

Now more about the present study. Thir­ty-four par­tic­i­pants aged 50+ took part in four focus groups last­ing approx­i­mate­ly 2 hours each. Each focus group con­sist­ed of three sub-ses­sions: an intro­duc­to­ry ses­sion, a ‘tran­si­tion­al activ­i­ty’ where the par­tic­i­pants were giv­en 40 mins hands-on expe­ri­ence with com­mer­cial­ly avail­able brain train­ing soft­ware fol­lowed by a ses­sion in which key ques­tions were asked. Main­ly iPhones and iPods were used dur­ing the tran­si­tion­al activ­i­ty, although the Nin­ten­do DS, pc-based and Inter­net-based plat­forms were also employed. A range of com­mer­cial­ly avail­able brain train­ing soft­ware was used.

Dur­ing the key ques­tions ses­sion, dis­cus­sions in rela­tion to the brain train­ing games played dur­ing the tran­si­tion­al activ­i­ty were steered accord­ing to these main questions:

Are there any aspects in par­tic­u­lar that would moti­vate you play again? 

Are there any aspects in par­tic­u­lar that would turn you off play­ing again?

Is there any­thing that could be added to these games that would com­pel you to play them more?

Par­tic­i­pants were also probed with a list of promi­nent moti­va­tion­al fac­tors dis­cov­ered through a search of the lit­er­a­ture in order to fur­ther stim­u­late the dis­cus­sion accord­ing to the fol­low­ing question:

Which of these moti­va­tions, if any, do peo­ple think would be rea­sons to play if they were fac­tored into com­put­er-based puz­zle games?

Audio from the focus groups was record­ed. Dur­ing the analy­sis, rel­e­vant com­ments were cod­ed as either moti­va­tion­al or de-moti­va­tion­al and fur­ther sub-cat­e­go­rized accord­ing to promi­nent themes such as ‘chal­lenge’ or ‘usabil­i­ty issues’.

RESULTS

Aris­ing from the cod­ing pro­ce­dure, 237 moti­va­tion­al com­ments made up 19 moti­va­tion­al fac­tors and 123 de-moti­va­tion­al com­ments made up 15 de-moti­va­tion­al fac­tors. The rank­ing of the top moti­va­tion­al / de-moti­va­tion­al fac­tors are shown in the tables below.

Table 1. Rank­ing of moti­va­tion­al factors

Chal­lenge was the high­est ranked moti­va­tion­al fac­tor across all focus groups. The major­i­ty of com­ments val­ue chal­lenge as a means to achievement:

“I find them quite chal­leng­ing. When I fin­ish I think ‘see if I can bet­ter that score’” — (p2, FG1).

The next high­est ranked moti­va­tion­al fac­tor relat­ed to the brain train­ing games’ per­ceived prac­ti­cal ben­e­fits or the need for such:

“It could make you more alert and I think it’s very impor­tant we keep our­selves in a cer­tain con­di­tion” – (p13, FG2).

Table 2. Rank­ing of de-moti­va­tion­al factors

‘Usabil­i­ty issues’ was the high­est ranked de-moti­va­tion­al fac­tor:

“To me it was­n’t stim­u­lat­ing, it was frus­trat­ing because… no mat­ter what I did, it would­n’t accept any­thing…” – (p16, FG3).

The next high­est ranked de-moti­va­tion­al fac­tor relat­ed to ‘poor com­mu­ni­ca­tion’ from the brain train­ing games usu­al­ly in the form of poor instruction:

“Instruc­tions — Why keep an eye on the time? No rea­son giv­en. Felt uncer­tain about what to do.” – (p28, FG3).

CONCLUSION

In terms of the first hour or so of play, users in this age group will be most moti­vat­ed to engage with mobile brain train­ing game tech­nol­o­gy when it’s per­ceived as pro­vid­ing a good chal­lenge, of some prac­ti­cal ben­e­fit and is in some way famil­iar. Users will see usabil­i­ty issues, poor com­mu­ni­ca­tion from the game and games that are inap­pro­pri­ate­ly timed, i.e. too fast, as bar­ri­ers to engagement.

You can help us fur­ther under­stand what con­sti­tutes an enjoy­able puz­zle game expe­ri­ence for seniors by down­load­ing the free iPhone app and par­tic­i­pat­ing in the next study.

– Don­al O’Brien is a PhD can­di­date at the Son­ic Arts Research Cen­tre in Queen’s Uni­ver­si­ty Belfast. His work is con­cerned with mobile dig­i­tal game design and eval­u­a­tion for seniors. His main inter­ests are tech­nol­o­gy accep­tance, user-cen­tered design, qual­i­ta­tive research and com­put­er programming.

Relat­ed arti­cle: Are men­tal­ly-stim­u­lat­ing activ­i­ties good or bad for the brain? The true story.

Share this:

  • Tweet
  • Email
  • Print
  • More
  • Share on Tumblr
  • Pock­et

Filed Under: Brain Teasers, Brain/ Mental Health, Education & Lifelong Learning Tagged With: Brain-Jog, Brain-Training, brain-training-games, brain-training-motivational-factors, brain-training-technology, focus-group-study, iPhone-application, mobile-brain-training

Reader Interactions

Comments

  1. Chris says

    February 11, 2011 at 8:04

    Brain App on Mac, iPad and iPhone has proven very pop­u­lar, both with seniors and younger players.

    http://www.chrismayerapps.co.uk/apps_brainapp.html

  2. John says

    February 21, 2011 at 5:40

    It’s inter­est­ing to find how mod­ern tech­nol­o­gy slow­ly dis­cov­ers answers to prob­lems, often to prob­lems we did­n’t even know existed.

    How­ev­er even though tech­nol­o­gy seems to be pro­vid­ing answers it will be inter­est­ing to see whether the stud­ies actu­al­ly bear out the results, whether brain train­ing does any­thing more than mere­ly pro­vid­ing entertainment

Primary Sidebar

Top Articles on Brain Health and Neuroplasticity

  1. Can you grow your hippocampus? Yes. Here’s how, and why it matters
  2. How learning changes your brain
  3. To harness neuroplasticity, start with enthusiasm
  4. Three ways to protect your mental health during –and after– COVID-19
  5. Why you turn down the radio when you're lost
  6. Solving the Brain Fitness Puzzle Is the Key to Self-Empowered Aging
  7. Ten neu­rotech­nolo­gies about to trans­form brain enhance­ment & health
  8. Five reasons the future of brain enhancement is digital, pervasive and (hopefully) bright
  9. What Educators and Parents Should Know About Neuroplasticity and Dance
  10. The Ten Habits of Highly Effective Brains
  11. Six tips to build resilience and prevent brain-damaging stress
  12. Can brain training work? Yes, if it meets these 5 conditions
  13. What are cognitive abilities and how to boost them?
  14. Eight Tips To Remember What You Read
  15. Twenty Must-Know Facts to Harness Neuroplasticity and Improve Brain Health

Top 10 Brain Teasers and Illusions

  1. You think you know the colors? Try the Stroop Test
  2. Check out this brief attention experiment
  3. Test your stress level
  4. Guess: Are there more brain connections or leaves in the Amazon?
  5. Quick brain teasers to flex two key men­tal mus­cles
  6. Count the Fs in this sentence
  7. Can you iden­tify Apple’s logo?
  8. Ten classic optical illu­sions to trick your mind
  9. What do you see?
  10. Fun Mental Rotation challenge
  • Check our Top 25 Brain Teasers, Games and Illusions

Join 12,562 readers exploring, at no cost, the latest in neuroplasticity and brain health.

By subscribing you agree to receive our free, monthly eNewsletter. We don't rent or sell emails collected, and you may unsubscribe at any time.

IMPORTANT: Please check your inbox or spam folder in a couple minutes and confirm your subscription.

Get In Touch!

Contact Us

660 4th Street, Suite 205,
San Francisco, CA 94107 USA

About Us

SharpBrains is an independent market research firm tracking health and performance applications of brain science. We prepare general and tailored market reports, publish consumer guides, produce an annual global and virtual conference, and provide strategic advisory services.

© 2023 SharpBrains. All Rights Reserved - Privacy Policy