Acceptability Assessment of an Executive Function Training Game FISHERMAN for Older Adults.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-02-01 Epub Date: 2023-09-28 DOI:10.1089/g4h.2022.0177
Ping Wang, Hui-Jie Li
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引用次数: 0

Abstract

Objective: In recent years, an increasing number of gamification tools have been developed for older adults; however, few studies have explored the acceptability of these tools after initial use and sustained use in older adults. In the current study, we focus on "FISHERMAN," an executive function training game containing a cognitive game and an exergame, with the aim of investigating and comparing the acceptability of both versions of "FISHERMAN" after initial use and 3 months of sustained use in older adults. Materials and Methods: Seventy-six older adults were randomly assigned to the cognitive game training group or the exergame training group. Participants completed two 1-hour sessions per week for 12 weeks. Acceptability was evaluated through a validated, 7-point, self-rating, Interactive Technology Art Installation Technology Acceptance Model Questionnaire after the first and last training sessions, with higher ratings representing higher acceptability. The questionnaire included 22 items and 9 acceptability dimensions: usage behavior, intention to use, perceived usefulness, perceived ease of use, perceived playfulness, subjective norm, image, output quality, and result demonstrability. Descriptive statistics were conducted to evaluate acceptability after initial and sustained use. Two-way (time: initial use and sustained use; group: cognitive game group and exergame group) repeated ANOVAs were conducted to investigate the differences in acceptability. Post hoc, within-group, paired-sample t test analyses were performed to evaluate changes in game acceptability for each group over time. Results: After initial use and 3 months of sustained use, the average scores for overall acceptability and individual dimensions exceeded 5.5 of 7 points in both groups. The two groups presented different changes from initial use to sustained use. The overall acceptability, usage behavior, perceived usefulness, and perceived ease of use were significantly improved after training within the cognitive game group, while perceived playfulness was significantly reduced within the exergame group. Conclusions: The current study provided preliminary evidence that older adults had high acceptability for both the cognitive game and exergame versions of "FISHERMAN." After sustained use, acceptability of the cognitive game increased and acceptability of the exergame decreased, highlighting the importance of assessing game acceptability after initial and sustained use.

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老年人执行功能训练游戏FISHERMAN的可接受性评估。
目标:近年来,越来越多的游戏化工具被开发用于老年人;然而,很少有研究探讨这些工具在老年人初次使用和持续使用后的可接受性。在目前的研究中,我们专注于“FISHERMAN”,这是一种包含认知游戏和锻炼游戏的执行功能训练游戏,目的是调查和比较两种版本的“FISHERMAN”在老年人初次使用和持续使用3个月后的可接受性。材料与方法:将76名老年人随机分为认知游戏训练组和运动游戏训练组。参与者在12周内每周完成两次1小时的课程。在第一次和最后一次培训后,通过一份经过验证的7分自评互动技术艺术装置技术验收模型问卷来评估可接受性,评分越高,可接受性越高。问卷包括22个项目和9个可接受维度:使用行为、使用意图、感知有用性、感知易用性、感知游戏性、主观规范、形象、输出质量和结果可证明性。进行描述性统计以评估初次和持续使用后的可接受性。采用双向(时间:初始使用和持续使用;组:认知游戏组和运动游戏组)重复方差分析来调查可接受性的差异。进行组内事后配对样本t检验分析,以评估各组游戏可接受性随时间的变化。结果:在初次使用和持续使用3个月后,两组的总体可接受性和个体维度的平均得分均超过5.5分(满分7分)。从最初使用到持续使用,这两组呈现出不同的变化。认知游戏组训练后,整体可接受性、使用行为、感知有用性和感知易用性显著提高,而运动游戏组的感知游戏性显著降低。结论:目前的研究提供了初步证据,表明老年人对“FISHERMAN”的认知游戏和运动游戏版本都有很高的可接受性。持续使用后,认知游戏的可接受度增加,运动游戏的可接收度降低,这突出了在初次和持续使用后评估游戏可接受性的重要性。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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