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. 2014 Mar 24;6:54. doi: 10.3389/fnagi.2014.00054

Table 2.

Summary of a SWOT analysis of the use of SG in ADRD.

Strengths Weaknesses
Interface adapted to the user Interface challenges
Gaming factors to enhance motivation, positive mood and improve assessment      Non-naturalistic interactions
     Wires and displays
Independent practice and self-assessment Immature engineering process
Safe testing and training environment Expensive equipment
Promoting social bonding Poor platform compatibility
Enhanced ecological validity Software difficult to use
Control of stimulus delivery Lack of generalization
Cuing stimuli for error-free learning Addiction
Performance analysis in real time Side effects
Real-time feedback delivery
Promoting learning processes
Low-cost, duplicable environments
Opportunities Threats
Emerging advances in technology Ethical challenges
Real time data analysis Poor integration with the clinical practice
Gaming industry drivers Lack of assessment methodology
Intuitive appeal to the public Lack of feasibility and efficacy studies
New professions Lack of regulation
Closeness between scientific, technical, and clinical communities Lack of business model
Too few cost/benefit proofs
SG as research instruments Technological vs. clinical tool
Telerehabilitation Aftereffects
Big market The perception that the technological tools will eliminate the need for the clinician
Unrealistic expectations
Academic and professional acceptance
Technophobia