Neuroboost: An Exergame Platform for Cognitive Training in Ageing
Raffaele Nappo1, Alessandra Claudi1, Pasqualina Perna1, Stefania De Marco2, Clara Nobile3, Salvatore Vita4, Roberta Simeoli3,*
1 Neapolisanit Rehabilitation Center, Ottaviano, Italy
2 Department of Psychology, University of Campania “Luigi Vanvitelli”, Caserta, Italy
3 Department of Humanistic Study, University of Naples Federico II, Naples, Italy
4 Garage94, Ottaviano, Italy
* Corresponding Author: Roberta Simeoli. Email:
(This article belongs to the Special Issue: Advancing Neurodevelopmental and Neurodegenerative Disorder Diagnosis through Machine Learning and Technological Innovations)
International Journal of Mental Health Promotion https://doi.org/10.32604/ijmhp.2026.077891
Received 18 December 2025; Accepted 20 March 2026; Published online 10 April 2026
Abstract
Backgrounds: The term “exergame” refers to a specialised genre of video games that combine cognitive training with physical exercise. Increasing interest has emerged in utilising exergames as therapeutic tools for the rehabilitation of individuals with acquired cognitive deficits and for cognitive stimulation among institutionalised elderly individuals with limited independence. However, the proliferation of such technologies is rarely accompanied by rigorous studies assessing their validity, efficacy, and usability. This study aimed to introduce Neuroboost, an innovative platform designed to enhance cognitive functions through exergames targeting individuals with various acquired cognitive deficits, and to explore the feasibility of the platform.
Methods: A pilot study was carried out to assess the impact of the platform on cognitive performance, mood, and quality of life in elderly participants (n = 4) who required substantial care. The patients underwent a pre-training and post-training neuropsychological assessment. Cognitive training was conducted using Neuroboost. Data regarding both the platform’s usability and user satisfaction were also collected.
Results: The training program was associated with preliminary improvements in participants’ performance on specific platform tasks and in selective cognitive domains as measured by standardised neuropsychological assessments. Importantly, the scores on the Beck Depression Inventory (BDI), Apathy Evaluation Scale (AES), and Quality_VIA reflected improvements in terms of mood and quality of life. Usability data revealed that while participants required frequent assistance during the initial sessions, the need for assistance diminished as they became more familiar with the system. Furthermore, analysis of participant feedback suggested that almost all the exercises tended to elicit positive reactions.
Conclusions: These preliminary findings suggest that Neuroboost is an engaging and feasible tool for training cognitive functions and potentially improving the quality of life in elderly individuals with cognitive and motor impairments. However, future studies are needed to further validate these results and optimise the platform for broader clinical applications.
Keywords
Exergames; cognitive rehabilitation; elderly population