A Longitudinal Study of the Antecedents and Impacts of Using Game-Based Cognitive Training Apps

  • Man Kit Chang*
  • , Wilson Ka-shing Leung
  • , Man Lai Cheung
  • , Si Shi
  • , Jessica Lam
  • , Sally P M Law
  • *Corresponding author for this work

Research output: Chapter in book/report/conference proceedingConference proceedingpeer-review

Abstract

As the population aged, providing digital game-based cognitive trainings to the elderly may improve their cognitive health and well-being. However, empirical studies on how the features of technology-based cognitive trainings impact the well-being and usage behaviours of elderly individuals remain limited. We developed a research framework based on the computation theory of mind and six common cognitive therapies. This framework was tested through a three-stage longitudinal study.
Original languageEnglish
Title of host publicationProceedings of Academy of Marketing 2024 Annual Conference and Doctoral Colloquium
Subtitle of host publicationMarketing: Fusing resilience and power for public value – igniting marketing’s social spirit
EditorsC. Strong, C. Bosangit, N. Koenig-Lewis, Z. Lee, O. Moldes Andres, E. Rosier
PublisherAcademy of Marketing
Number of pages3
ISBN (Print)9781399990608
Publication statusPublished - 3 Jul 2024
Event2024 Academy of Marketing Conference, AM2024: Marketing: Fusing resilience and power for public value – igniting marketing’s social spirit - Cardiff University, Cardiff, United Kingdom
Duration: 1 Jul 20244 Jul 2024
https://academyofmarketing.org/am2024-conference/ (Conference webpage)
https://virtual.oxfordabstracts.com/#/event/8047/program (Conference program)
https://academyofmarketing.org/wp-content/uploads/2023/10/AM2024-PROCEEDINGS-.pdf (Conference proceedings)

Conference

Conference2024 Academy of Marketing Conference, AM2024
Country/TerritoryUnited Kingdom
CityCardiff
Period1/07/244/07/24
Internet address

User-Defined Keywords

  • Game-based cognitive training
  • Aging population
  • Gamification

Fingerprint

Dive into the research topics of 'A Longitudinal Study of the Antecedents and Impacts of Using Game-Based Cognitive Training Apps'. Together they form a unique fingerprint.

Cite this