LETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment

Fuente: arXiv
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Main Authors: Shi, Jingwei, Tao, Shengyu, Yin, Xinxiang, Huang, Chen, Lei, Wenqiang, Ng, See-Kiong
Format: Preprint
Published: 2026
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_version_ 1866910120251752448
author Shi, Jingwei
Tao, Shengyu
Yin, Xinxiang
Huang, Chen
Lei, Wenqiang
Ng, See-Kiong
author_facet Shi, Jingwei
Tao, Shengyu
Yin, Xinxiang
Huang, Chen
Lei, Wenqiang
Ng, See-Kiong
contents The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered method, \ours, for automated and personalized therapeutic game design. Inspired by the Dungeons & Dragons, LETGAMES generates an open-world interactive narrative game. It not only generates game scenarios and challenges that target specific cognitive domains, but also employs conversational strategies to offer guidance and companionship. To validate its efficacy, we pioneer a psychology-grounded evaluation protocol LETGAMESEVAL, establishing comprehensive metrics for rehabilitative assessment. Building upon this, our experimental results from both LLM-based assessors and human expert evaluations demonstrate the significant potential of our approach, positioning LETGAMES as a promising solution to the widespread need for more accessible and tailored cognitive training tools. Our code will be open-sourced upon acceptance.
format Preprint
id arxiv_https___arxiv_org_abs_2604_09566
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle LETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment
Shi, Jingwei
Tao, Shengyu
Yin, Xinxiang
Huang, Chen
Lei, Wenqiang
Ng, See-Kiong
Human-Computer Interaction
Artificial Intelligence
Computation and Language
The application of games as a therapeutic tool for cognitive training is beneficial for patients with cognitive impairments. However, effective game design for individual patient is resource-intensive. To this end, we propose an LLM-powered method, \ours, for automated and personalized therapeutic game design. Inspired by the Dungeons & Dragons, LETGAMES generates an open-world interactive narrative game. It not only generates game scenarios and challenges that target specific cognitive domains, but also employs conversational strategies to offer guidance and companionship. To validate its efficacy, we pioneer a psychology-grounded evaluation protocol LETGAMESEVAL, establishing comprehensive metrics for rehabilitative assessment. Building upon this, our experimental results from both LLM-based assessors and human expert evaluations demonstrate the significant potential of our approach, positioning LETGAMES as a promising solution to the widespread need for more accessible and tailored cognitive training tools. Our code will be open-sourced upon acceptance.
title LETGAMES: An LLM-Powered Gamified Approach to Cognitive Training for Patients with Cognitive Impairment
topic Human-Computer Interaction
Artificial Intelligence
Computation and Language
url https://arxiv.org/abs/2604.09566