A. R. Rios Rincon, C. Daum, Antonio Miguel Cruz, Lili Liu, Eleni Stroulia
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引用次数: 2
Abstract
Abstract Aims: To investigate the feasibility and acceptability of a serious mobile-game intervention on older adults’ engagement, affect, and cognitive function. Methods: In this single-subject design, twenty older adults, six of whom living with dementia, participated in a 16-session mobile-game intervention. Before and after the intervention, participants had sessions involving traditional paper-based cognitive activities. Engagement and affect were measured in each session. Cognitive measures were administered before and after the intervention. Acceptability was explored through interviews. Results: After the intervention, there was a statistically significant increase in engagement in 37% of participants, and in affect in 21% of participants. Participants preferred the mobile games to the paper-based activities. Cognitive measures showed improvement in four participants with dementia. Conclusions: Although not conclusive, participants experienced higher levels of engagement and positive affect while playing the mobile games compared to paper-based activities. The results indicate feasibility and acceptability of the mobile game intervention.
期刊介绍:
This comprehensive journal is recognized for its useful balance of research and clinical practice articles. For more than twenty five years Physical & Occupational Therapy in Geriatrics has functioned as a forum for allied health professionals as well as others with a focus on rehabilitation of the geriatric client to share information, clinical experience, research, and therapeutic practice. Each issue focuses on current practice and emerging issues in the care of the older client, including rehabilitation and long-term care in institutional and community settings, and innovative programming; the entire range of problems experienced by the elderly; and the current skills needed for working with older clients.