Figure 2. Gamification design for the N-back task
The gamified app simulates a restaurant scenario with two main phases:
a. Memory Phase: Players roleplay to cook curry, add hidden ingredients for flavor, and memorize their placements.
b. Answer Phase: Players select and serve curries containing the ingredients requested by each customer.

From: A Gamified N-back App for Identifying Mild-cognitive Impairment in Older Adults

Figure 3. Receiver operating characteristic (ROC) curve analysis of swipe times in N-back games
The ROC analysis identified average swipe time as a significant predictor of cognitive impairment status. The optimal cutoff value was 3.310 s, yielding 70.8% sensitivity and 80.6% specificity in detecting impairment (AUC = 0.820).

From: A Gamified N-back App for Identifying Mild-cognitive Impairment in Older Adults

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