Kianying Joyce Lim, Thomas B. McGuckian, Michael H. Cole, Jonathon Duckworth, Peter H. Wilson
{"title":"User experience of mixed reality applications for healthy ageing: A systematic review","authors":"Kianying Joyce Lim, Thomas B. McGuckian, Michael H. Cole, Jonathon Duckworth, Peter H. Wilson","doi":"10.5817/cp2023-4-5","DOIUrl":null,"url":null,"abstract":"Mixed reality (MR) technologies are being used increasingly to support healthy ageing, but past reviews have concentrated on the efficacy of the technology. This systematic review provides a synthesis of recent experimental studies on the instrumental, emotional and non-instrumental aspects of user experience of healthy older adults in relation to MR-related applications. The review was listed on PROSPERO, utilised a modified PICOS framework, and canvassed all published work between January 2010 to July 2021 that appeared in major databases (Scopus, PubMed, CINAHL, Web of Science, and the Cochrane Library). The literature search revealed 15 eligible studies. Results indicated that all included studies measured the instrumental quality of their applications, all but two studies measured the emotional reactions triggered by gameplay, and only six studies examined participants’ perception of non-instrumental quality of the applications. All included studies focused on improving a health domain such as cognitive or physical training. This suggests that the instrumental quality of the MR applications remains the focus of user experience studies, with far fewer studies examining the non-instrumental quality of the applications. Implications for game design and future research are discussed.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"187 1","pages":"0"},"PeriodicalIF":2.4000,"publicationDate":"2023-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5817/cp2023-4-5","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0
Abstract
Mixed reality (MR) technologies are being used increasingly to support healthy ageing, but past reviews have concentrated on the efficacy of the technology. This systematic review provides a synthesis of recent experimental studies on the instrumental, emotional and non-instrumental aspects of user experience of healthy older adults in relation to MR-related applications. The review was listed on PROSPERO, utilised a modified PICOS framework, and canvassed all published work between January 2010 to July 2021 that appeared in major databases (Scopus, PubMed, CINAHL, Web of Science, and the Cochrane Library). The literature search revealed 15 eligible studies. Results indicated that all included studies measured the instrumental quality of their applications, all but two studies measured the emotional reactions triggered by gameplay, and only six studies examined participants’ perception of non-instrumental quality of the applications. All included studies focused on improving a health domain such as cognitive or physical training. This suggests that the instrumental quality of the MR applications remains the focus of user experience studies, with far fewer studies examining the non-instrumental quality of the applications. Implications for game design and future research are discussed.
混合现实(MR)技术正越来越多地用于支持健康老龄化,但过去的审查主要集中在该技术的功效上。这篇系统综述综合了最近的实验研究,这些研究涉及健康老年人在核磁共振相关应用中用户体验的工具、情感和非工具方面。这篇综述被列在PROSPERO上,使用了一个改进的PICOS框架,并调查了2010年1月至2021年7月期间出现在主要数据库(Scopus、PubMed、CINAHL、Web of Science和Cochrane Library)中的所有已发表的论文。文献检索显示了15项符合条件的研究。结果表明,所有研究都测量了应用程序的工具质量,除了两项研究外,其他研究都测量了由游戏玩法引发的情绪反应,只有六项研究检查了参与者对应用程序非工具质量的感知。所有纳入的研究都集中在改善健康领域,如认知或体育训练。这表明MR应用程序的工具质量仍然是用户体验研究的重点,而检查应用程序的非工具质量的研究要少得多。讨论了对游戏设计和未来研究的启示。