Noelle Johnston; Utkarsh Rao Viswavasu; Te Zhang; Dr. Shizuko Morimoto; Dr. Tiffany Love; Austin Ibele; Sarah Cote; Juliana Nitis; Willie Hu; Greg Bayles; Roger Altizer
Subject
Geriatric Patients; Depression; Executive Function
Description
Neurogrow is a game designed to improve executive function in geriatric patients with depression. Players tap the screen to water a plant, with increasingly difficult layered rules. Players must be flexible and attentive, practicing inhibition control to progress. Overview: The game requires players to tap the screen if the flower that blooms matches the appropriate can. It starts with an animation phase where it goes through the first two cycles, then selects a flower and receives input. The result is then assessed by checking if the combination was correct and if the player tapped on screen. Difficulty is improved by reducing the animation and click timers on successful attempts. Other modifiers are added such as changing cans and weather effects. Input: The primary input mode is tapping, however additional inputs have been added for some mechanics.
Relation is Part of
Spring 2018 GApp Lab Wrap Kits
Publisher
Spencer S. Eccles Health Sciences Library, University of Utah