Information Technology (IT) plays a vital role in promoting sustainability and enabling independent living. People with cognitive disabilities face numerous challenges in their daily lives, such as social interactions, learning new things, and improving specific abilities. A variety of therapies and treatments have been introduced to help address these challenges. Recently, computer-assisted therapeutic procedures, treatment procedures, and assistive systems have emerged as beneficial tools to improve the lives of people with cognitive disabilities. Advances in technology have made it possible to develop effective applications specifically designed for this group of individuals. The objective of this paper is to identify potential applications of these developed solutions for people with cognitive disabilities, evaluate their effectiveness, strengths, and limitations, and understand their contribution in addressing various difficulties due to cognitive impairments. To achieve this goal, we reviewed 23 studies that demonstrate several applications developed for people with cognitive disabilities to address their unique issues. Our investigation indicates that the developed applications hold promise, although a few issues with cost-effectiveness, device transparency, and specific disability dependency may limit their effectiveness. Hence, this paper aims to shed light on these innovative applications, their implications, and their role in aiding users in tackling their specific challenges.
Serious games and negotiation simulations such as the Phosphorus Negotiation Game (P-Game) are increasingly used to support sustainability-oriented education. To broaden accessibility, a smartphone-based version of the face-to-face P-Game was developed and is presented here. A comparative design integrating quantitative pre–post survey measures with analysis of open-ended responses was employed to examine self-reported knowledge gains and learning experiences among participants who completed the P-Game in face-to-face workshops and those who played the virtual version. Both formats were associated with significant increases in participants’ perceived understanding of phosphorus science and negotiation science/practice. Self-reported knowledge of phosphorus science increased by 92.3% (global face-to-face), 70.7% (Hungarian face-to-face), and 88.4% (online), with comparable gains observed in negotiation science and practice across groups. Qualitative findings complemented these results, indicating that while learning gains were broadly similar, the modes differed in experiential emphasis: face-to-face delivery elicited performance-oriented and socially embedded reflections, whereas the online format was more frequently described in terms of structured participation and reflective processing. User satisfaction with the virtual P-Game was high, reflected by a System Usability Scale (SUS) score above 80. Overall, the findings suggest that the virtual P-Game represents a viable and accessible complement to traditional face-to-face implementation, maintaining educational impact while extending reach. Further research with larger and more diverse participant samples is recommended to strengthen generalizability and explore long-term learning outcomes in sustainability contexts.
8 April 2026 in Applied Psychophysiology and Biofeedback
This research project investigates the impact of virtual reality (VR) on rehabilitation through a comparative analysis of three distinct 3D environments. Developed as serious games on the Oculus Quest 2 VR platform, these environments aim to enhance breathing techniques for individuals with conditions like Chronic Obstructive Pulmonary Disease (COPD) and post-COVID symptoms, while also addressing anxiety management. The games focus on teaching and practicing specific techniques including Box Breathing, 4-7-8 Breathing, and Bhramari pranayama, known for their relaxation and stress-reduction benefits. Preliminary findings indicate that VR environments and traditional settings for guided breathing techniques without external stimuli are equally effective in reducing anxiety and inducing physiological changes. In a comprehensive study, we observed that the happy environment consistently led to the greatest reduction in STAI-S scores compared to neutral and dark environments. These results underscore VR's potential, particularly in environments fostering positive emotional responses, to augment stress reduction in therapeutic settings.