大脑训练游戏设计与青少年与老年人可用性评估

Jung-Ying Wang
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引用次数: 4

摘要

对青少年和老年人游戏体验和偏好的研究较少。本研究采用我们设计的四种不同的大脑训练游戏来研究年龄和游戏偏好的影响。总共有136名参与者被随机选择,他们被分为两个年龄组——年轻人(N=90)和老年人(N=46)。实验结果证明了不同年龄对大脑训练游戏表现的影响。我们的研究结果表明,无论是哪种类型的游戏,年轻人的表现都比老年人好,而且他们都达到了显著的差异。同时,由于界面设计可能会影响老年人玩游戏的意愿。因此,在某赛车游戏中,通过游戏控制键的设计来研究游戏的可用性。实验结果表明,老年人的反应相对慢于年轻人。因此,界面设计简单的益智游戏更适合老年人。此外,调查结果显示,大多数老年人都喜欢抓水果游戏(达到41.2%)。主要原因是没有解决问题的压力,易于操作——玩家只需要控制左右方向键。换句话说,没有心理负担和简单的界面设计是设计流行老年人游戏的关键因素。而年轻群体更喜欢赛车游戏(28.6%)。因为这是一款可玩的游戏,当他们到达较低的单圈时间时,他们会感到满足。最后,提出了四个已开发游戏的脑年龄参考图。玩家可以使用这些图表来了解他们相对于年轻人和老年人的能力。
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Designing Brain Training Games and Evaluating the Usability between Young and Elderly
There is few researches focus on investigating game player's experience and preference between the young and elderly. In this study, four different braining training games designed by us are used to investigate the effects of age and game preference. In total, 136 participants were randomly selected, and they are separated into two age groups-young (N=90) and old (N=46). The experimental results demonstrate differential age effects in braining training games performance. Our results show that no matter what types of games young adults get better performance than the older adults and they all reach a significant difference. Meanwhile, due to the interface design may affect the willingness of older adults to play the game. Therefore, the usability is also studied by the design of game's control keys in a car racing game. The experimental results show that, older people respond relatively more slowly than the young people. Therefore, simpler interface design of brain training game is more suitable for older adults. In addition, the survey results indicated that the fruit catching game is loved by most of old people (reached 41.2%). The main reasons are without problem-solving stress and easy to play-player only need to control the right and left arrow keys. In other words, no psychological burden and simple interface design are the key factors in design popular games for elderly. However, young group is more like car racing game than others (28.6%). Since it is a playable game and they get a feeling of satisfaction when they reach a lower lap time. Finally, the brain age reference diagrams for the four developed games are proposed. Players can use these diagrams to understand their capability with respect to young and old group.
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