b'DEVELOPING BRAIN TRAINING GAMES FOR PERSONS WITH DEMENTIAAng Yunwen, Mitchell, Fabian Theng Jing Xun, Hannah BteShafiq Abdullah, Ong Tze Yee IntroductionDementia is a global public health crisis with the total number ofpatients worldwide projected to reach 75.6 million by the year 2030 (Yap &Yap, 2018). Hence, increasing efforts have been directed at preventivemeasures like brain training games that help buffer against its adverse effects.Specifically, engaging in cognitively stimulating games could potentially slowdown the decline of brain functions (McCallum & Boletsis, 2013).As of recent years, many popular training games have been developed. However, thereis still a lack of games that specifically cater to dementia patients. Additionally, there arecurrently very little brain training games that use modern, immersive gaming systems such asvirtual/augmented reality (VR/AR) and interactive walls as their medium, even though usingsuch immersive systems have been shown to help engage and motivate players better incomparison to traditional gaming systems. Thus, for this project, we collaborated with ApexHarmony Lodge (AHL), Singapores first and only purpose-built lodge for persons withdementia, to create brain training games for the immersive game system at AHL.MethodologyThe project lasted from April to early October 2020 and was divided into five stages.In Stage 1, we researched on the topic of dementia, immersive technology and thebrain training industry. We also met with the AHL staff in-charge of the project to determineour target audience and game focus. In the next stage, we conducted interviews with otherAHL staff to gain in-depth information about the profile of AHL residents (i.e., interest,dislikes, cognitive and physical abilities) and gain better ideas on possible game designs. Thedata from these interviews were then analysed and summarised into a user requirementdocument entailing what the game must have and characteristics that would be nice toinclude. During Stage 3, we referenced this user requirement and brainstormed ways toincorporate cognitive concepts into familiar everyday activities. Then, we prototyped asample storyboard which we later improved, eventually creating 5 different storyboards eachwith varying contexts: Game 1: Cooking in the Kitchen; Game 2: Room Decoration; Game 3:Gardening; Game 4: History Excursion; Game 5: Excursion. For stage 4, AHL picked one out ofthe 5 games for us to further develop. We then conducted a usability test involving AHL staffmembers to find out about their opinions of the game as well as how we could improve it. Inthe final stage, we compiled the feedback given to the game and made the necessaryamendments to it, concluding this project.7TH PSYCHOLOGY STUDIES 61STUDENT CONFERENCE 2021'