{"title":"Investigation on the Effectiveness of Augmented Reality Memory Training Game for Chinese Older Adults: A Randomized Controlled Trial.","authors":"Dian Zhu, Beiyao Zhu, Jianan Zhao, Chenqi Zhang, Jingran He, Dongjin Song, Ting Han","doi":"10.1089/g4h.2022.0183","DOIUrl":null,"url":null,"abstract":"<p><p><b><i>Objective:</i></b> To evaluate the effectiveness of augmented reality (AR) game based on <i>n</i>-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. <b><i>Materials and Methods:</i></b> One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (<i>n</i> = 57) and a control group (<i>n</i> = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks. Tests, Digit Span, Corsi Block-Tapping Task (CBT), and Stroop Color and Word Test (SCWT), were conducted for all participants before and after the experiment, and the game accuracy rate of the intervention group before and after intervention was recorded. <b><i>Results:</i></b> There was a statistically significant difference in terms of both CBT indicators, CBT forward span (<i>z</i> = -2.835, <i>P</i> = 0.005) and CBT backward span (<i>z</i> = 3.285, <i>P</i> = 0.001), and the SCWT indicator of Stroop Words Test (SW) (<i>z</i> = -1.894, <i>P</i> = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (<i>z</i> = -3.535, <i>P</i> < 0.05) and of high level (<i>z</i> = -3.953, <i>P</i> < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (<i>H</i> = 6.218, <i>P</i> < 0.05) and high level (<i>H</i> = 8.002, <i>P</i> < 0.05) among older people with different levels of education. <b><i>Conclusion:</i></b> AR game based on <i>n</i>-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.</p>","PeriodicalId":47401,"journal":{"name":"Games for Health Journal","volume":" ","pages":"5-12"},"PeriodicalIF":2.2000,"publicationDate":"2024-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Games for Health Journal","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1089/g4h.2022.0183","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/1/9 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH","Score":null,"Total":0}
引用次数: 0
Abstract
Objective: To evaluate the effectiveness of augmented reality (AR) game based on n-back training paradigm as a training tool for working memory (WM) of Chinese healthy older adults. Materials and Methods: One hundred eighteen older adults self-assessed as healthy were included in this study. Individuals were randomly divided into an intervention group (n = 57) and a control group (n = 61). Interventions, consisting of a 30-minute AR game-based training and a 30-minute health science program, were administered three times per week for 4 weeks, whereas the control group was required to view a 60-minute health science program three times per week for 4 weeks. Tests, Digit Span, Corsi Block-Tapping Task (CBT), and Stroop Color and Word Test (SCWT), were conducted for all participants before and after the experiment, and the game accuracy rate of the intervention group before and after intervention was recorded. Results: There was a statistically significant difference in terms of both CBT indicators, CBT forward span (z = -2.835, P = 0.005) and CBT backward span (z = 3.285, P = 0.001), and the SCWT indicator of Stroop Words Test (SW) (z = -1.894, P = 0.048) in the two groups. The intervention group showed significant improvements in the game accuracy of both medium level (z = -3.535, P < 0.05) and of high level (z = -3.953, P < 0.05). In addition, differences were observed in subgroup analysis in the accuracy of medium level (H = 6.218, P < 0.05) and high level (H = 8.002, P < 0.05) among older people with different levels of education. Conclusion: AR game based on n-back training paradigm could improve WM of Chinese older adults, showing potential for wider promotion and adoption.
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