Detecting cognitive impairment through an age-friendly serious game: The development and usability of the spatial performance assessment for cognitive evaluation (SPACE)

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Giorgio Colombo , Karolina Minta , Jascha Grübel , Wei Lin Eunice Tai , Christoph Hölscher , Victor R. Schinazi
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Abstract

The Spatial Performance Assessment for Cognitive Evaluation (SPACE) is a novel iPad serious game designed to identify differences in spatial ability indicative of early signs of cognitive impairment. This paper reports on the development of SPACE and presents the results from three usability studies across different ages. Study 1 compared the traditional tap and swipe control interface with a semiautomated interface. Study 2 investigated the benefits of a UI widget that displayed the rotation performed in the Virtual Environment (VE). Study 3 evaluated the effects of a simplified configuration of landmarks explored in the VE. Findings across the studies indicated that age was the primary factor influencing performance. Younger participants consistently outperformed older ones across various tasks and reported higher usability and lower workload. Despite notable performance improvements for the tasks in SPACE, the new control interface, UI widget, and simplified configuration only had a minimal impact on usability. Younger participants rated SPACE above the level of mature products, while older participants found it useable but not always engaging. Critically, the significant interactions between age and experimental conditions indicated that younger and older participants benefited differently from the design modifications. Here, the semi-automated control, the simplified configuration, and, to a lesser extent, the UI widget showed promise in mitigating age-related performance differences while maintaining the level of challenge necessary to assess differences in cognitive status. This research showcases the potential of SPACE as a serious game and emphasises the importance of balancing simplicity with task demands for future unsupervised deployment.

通过适合老年人的严肃游戏检测认知障碍:认知评估空间表现评估(SPACE)的开发和可用性
认知评估空间表现评估(SPACE)是一款新颖的 iPad 严肃游戏,旨在识别表明认知障碍早期迹象的空间能力差异。本文报告了 SPACE 的开发过程,并介绍了三项不同年龄段可用性研究的结果。研究 1 比较了传统的点击和轻扫控制界面与半自动化界面。研究 2 调查了显示虚拟环境(VE)中进行的旋转的用户界面小部件的益处。研究 3 评估了在虚拟环境中对地标进行简化配置的效果。研究结果表明,年龄是影响成绩的主要因素。在各种任务中,年轻参与者的表现始终优于年长者,而且可用性更高,工作量更小。尽管 SPACE 的任务性能显著提高,但新的控制界面、用户界面小部件和简化配置对可用性的影响微乎其微。较年轻的参与者对 SPACE 的评价高于成熟产品的水平,而较年长的参与者则认为它可用,但并不总是吸引人。重要的是,年龄和实验条件之间的显著交互作用表明,年轻和年长的参与者从设计修改中受益的程度不同。在这里,半自动控制、简化配置以及用户界面小部件(在较小程度上)都显示出了减轻与年龄有关的成绩差异的前景,同时保持了评估认知状况差异所需的挑战水平。这项研究展示了《太空》作为严肃游戏的潜力,并强调了在未来无监督部署中平衡简易性和任务需求的重要性。
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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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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