Biography-based Robot Games for Older Adults
Benedetta Catrical\`a, Miriam Ledda, Marco Manca, Fabio Patern\`o,, Carmen Santoro, Eleonora Zedda

TL;DR
This paper introduces a personalized, biography-based approach to robot-delivered serious games aimed at enhancing cognitive skills in older adults, leveraging personal memories to increase engagement and reduce dropout rates.
Contribution
It presents a novel method for personalizing robot games using older adults' memories, improving engagement in cognitive training.
Findings
Personalized games increase user engagement.
Memory-based personalization reduces training dropout.
Humanoid robots can effectively deliver tailored cognitive exercises.
Abstract
One issue in aging is how to stimulate the cognitive skills of older adults. One way to address it is the use of serious games delivered through humanoid robots, to provide engaging ways to perform exercises to train memory, attention, processing, and planning activities. We present an approach in which a humanoid robot, by using various modalities, propose the games in a way personalised to specific individuals' experiences using their personal memories associated with facts and events that occurred in older adults' life. This personalization can increase their interest and engagement, and thus potentially reduce the cognitive training drop-out.
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Taxonomy
TopicsIdentity, Memory, and Therapy · Technology Use by Older Adults · Aging and Gerontology Research
