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디지털 애플리케이션과 게이미피케이션 요소를 활용한 고령자 인지 평가와 인지재활에 관한 문헌 고찰: 2015년부터 2024년의 연구를 중심으로

A Review on Cognitive Assessment and Rehabilitation for the Elderly Using Gamification Elements in Digital Applications: Focusing on Studies from 2015 to 2024

  • 변해원 (인제대학교 AI소프트웨어학과)
  • Haewon Byeon (Department of AI-Software, Inje University)
  • 투고 : 2024.07.25
  • 심사 : 2024.09.21
  • 발행 : 2024.09.30

초록

이 연구는 2015년부터 2024년까지의 국내외 연구를 중심으로 고령자의 인지 평가와 인지 재활을 위한 디지털 애플리케이션의 게이미피케이션 요소 활용에 관해 문헌을 고찰하였다. 본 연구는 PRISMA 방법론에 따라 연구 목적에 부합하는 포함 및 제외 기준을 적용하였고, 검색된 1,718개의 선행연구 중에서 스크리닝 및 필터링 과정을 거쳐 최종적으로 18편의 선행연구를 분석하였다. 본 문헌 고찰 연구의 결과 고령자의 인지 저하를 완화하기 위한 인지 훈련 및 기타개입에 대한 관심이 증가하고 있음이 확인되었다. 또한, 디지털 애플리케이션의 게이미피케이션 요소는 고령 사용자의 참여를 유도하고 기억력, 주의력 및 실행 기능과 같은 인지 기능을 향상시키는 데 효과적임이 확인되었다. 본 연구의 결과는 게이미피케이션 요소를 통합하면 사용자 참여를 높이고 인지 건강 관리를 위한 실용적인 해결책을 제공할 수 있음을 시사합니다. 향후 디지털 개입의 장기적인 효과와 광범위한 적용 가능성을 탐구하기 위한 추가 연구가 필요할 것이다.

This study reviews the literature on the utilization of gamification elements in digital applications for cognitive assessment and rehabilitation of the elderly, focusing on both domestic and international research from 2015 to 2024. Following the PRISMA methodology, inclusion and exclusion criteria were applied to align with the research objectives. Out of 1,718 initial studies, 18 were ultimately analyzed after a screening and filtering process. The results of this literature review indicate a growing interest in cognitive training and other interventions aimed at mitigating cognitive decline among the elderly. Additionally, it was found that the gamification elements of digital applications are effective in engaging elderly users and improving cognitive functions such as memory, attention, and executive function. The findings of this study suggest that integrating gamification elements can enhance user engagement and provide practical solutions for cognitive health management. Further research is needed to explore the long-term effects and broader applicability of these digital interventions.

키워드

참고문헌

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