Usability of serious games for the training of people with dementia

C. Dietlein, B. Bock
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Abstract

Dementia is a progressive syndrome affecting executive and motor functions. Serious gaming (SG) is an emerging treatment. However, its added benefit is difficult to establish since standardized usability evaluations are missing. We apply a recently developed observer-rated scale to determine the usability of two SG scenarios for people with dementia (PwD). Raters watched video recordings of a SG (MobiAssist) played by PwD and a virtual city through which healthy older adults walked. Raters completed the scale for both data sets and gave a prospective rating of VR city used by PwD. Usability was highest for MobiAssist, intermediate for VR city by healthy older persons, and lowest for the prospective rating of VR city used by PwD. The difference between the highest and the lowest data set was statistically significant with moderate magnitude but seems not substantial enough to exclude PwD from cognitively demanding training environments (e.g. VR city).
训练痴呆症患者的严肃游戏的可用性
痴呆症是一种影响执行和运动功能的进行性综合征。严肃游戏(SG)是一种新兴疗法。然而,由于缺乏标准化的可用性评估,它的附加好处很难确定。我们应用最近开发的观察者评定量表来确定痴呆患者(PwD)的两个SG场景的可用性。评分者观看了由PwD播放的SG (MobiAssist)和一个健康老年人步行的虚拟城市的视频记录。评分员完成了两个数据集的量表,并给出了PwD使用的VR城市的预期评级。MobiAssist的可用性最高,健康老年人使用VR城市的可用性中等,PwD使用VR城市的预期评级最低。最高和最低数据集之间的差异具有中等程度的统计学意义,但似乎不足以将PwD排除在认知要求高的训练环境(例如VR城市)之外。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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