用于刺激轻度认知障碍老年人认知的严肃游戏:设计与试用研究

IF 5 Q1 GERIATRICS & GERONTOLOGY JMIR Aging Pub Date : 2024-04-04 DOI:10.2196/41437
Juan Francisco Ortega Morán, J Blas Pagador, Vicente Gilete Preciado, José Luis Moyano-Cuevas, Trinidad Rodríguez Domínguez, Marta Santurino Muñoz, Francisco M Sánchez Margallo
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引用次数: 0

摘要

背景:对老年人进行认知刺激有助于预防甚至治疗与年龄有关的疾病,如轻度认知障碍。玩游戏可以降低出现这种病症的概率,因为这种病症与日常生活中一些工具性活动能力的丧失有关:本作品介绍了一款用于刺激老年人认知的严肃游戏的设计和开发,游戏中的练习与老年人的日常购物任务有关。方法:设计的严肃游戏包括 4 个练习,分别是 "购物"、"购物"、"购物 "和 "购物":设计的严肃游戏包括在大卖场购物、订购商品、付款和组织购物等 4 个练习,从而分别解决老年人最常见的与表意陈述记忆、命名、计算和组织有关的认知问题:共有 19 位老年人参加了严肃游戏可用性验证的试点研究。他们表示喜欢游戏的美感和有趣的主题。他们表示,该游戏具有很高的娱乐性,可以在日常生活中起到精神刺激的作用。参与者认为该严肃游戏很直观,但其易用性和说明的可读性还有待提高:本研究表明,开发的创新严肃游戏可以被老年人接受,用于刺激他们的认知能力,以预防或治疗轻度认知障碍,但今后应开展长期干预研究。与同类严肃游戏相比,该游戏的生态有效性设计、日常任务、可调整的难度和激励机制是一个与众不同的因素。
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A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study.

Background: Cognitive stimulation of older people helps prevent, and even treat, age-related diseases, such as mild cognitive impairment. Playing games reduces the probability of experiencing this pathology, which is related to the loss of the ability to carry out some instrumental activities of daily living.

Objective: This work describes the design and development of a serious game for the cognitive stimulation of older people, with exercises related to the daily life task of shopping. A pilot study for its preliminary usability validation is also presented.

Methods: The designed serious game includes 4 exercises consisting of shopping in a hypermarket, ordering products, making payments, and organizing the purchase, thus dealing with the most frequent cognitive problems of older people associated with episodic declarative memory, naming, calculation, and organization, respectively.

Results: A total of 19 older people participated in the pilot study for the usability validation of the serious game. They indicated that they like the aesthetic and interesting topic of the game. They reported that it provides a high level of entertainment and could be useful in daily life for mental stimulation. The participants found the serious game to be intuitive, but the ease of use and readability of the instructions could be improved.

Conclusions: This study suggests that the innovative serious game developed could be accepted by older people for their cognitive stimulation to prevent or treat mild cognitive impairment, although a long-term intervention study should be performed as future work. Its ecological validity design, with everyday tasks, adaptable levels of difficulty, and motivational mechanisms, is a differentiating factor compared to similar serious games.

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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
期刊最新文献
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