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. 2022 Nov 9;12:473. doi: 10.1038/s41398-022-02237-w

Fig. 2. The way-finding game Sea Hero Quest is an example of a gamified smartphone tool that is sensitive to an increased genetic risk of AD (figure reprinted with permission from ref. [117]).

Fig. 2

A Screenshot from the game. B The spatial trajectories of APOE-ε4 positive (red) vs. APOE-ε4 negative (green) participants on a selected Sea Hero Quest level. C The way-finding distance on the game differed significantly based on APOE-ε4 status.