Digital Ergonomics of NavegApp, a Novel Serious Game for Spatial Cognition Assessment: Content Validity and Usability Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-04-02 DOI:10.2196/66167
Juan Pablo Sanchez-Escudero, David Aguillon, Stella Valencia, Mauricio A Garcia-Barrera, Daniel Camilo Aguirre-Acevedo, Natalia Trujillo
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引用次数: 0

Abstract

Background: Alzheimer disease (AD) is the leading cause of dementia worldwide. With aging populations and limited access to effective treatments, there is an urgent need for innovative markers to support timely preventive interventions. Emerging evidence highlights spatial cognition (SC) as a valuable source of cognitive markers for AD. This study presents NavegApp, a serious game (SG) designed to assess 3 key components of SC, which show potential as cognitive markers for the early detection of AD.

Objective: This study aimed to determine the content validity and usability perception of NavegApp across multiple groups of interest.

Methods: A multistep process integrating methodologies from software engineering, psychometrics, and health measurement was implemented to validate the software. Our approach was structured into 3 stages, guided by the software life cycle for health and the Consensus-Based Standards for the Selection of Health Status Measurement Instruments (COSMIN) recommendations for evaluating the psychometric quality of health instruments. To assess content validity, a panel of 8 experts evaluated the relevance and representativeness of tasks included in the app. In addition, 212 participants, categorized into 5 groups based on their clinical status and risk level for AD, were recruited to evaluate the app's digital ergonomics and usability at various stages of development. Complementary analyses were performed to identify group differences and to explore the association between task difficulty and user agreeableness.

Results: NavegApp was validated as a highly usable tool by both experts and users. The expert panel confirmed that the tasks included in the game were representative (Aiken V=0.96-1.00) and relevant (Aiken V=0.96-1.00) for measuring SC components. Both experts and nonexperts rated NavegApp's digital ergonomics positively, with minimal differences between groups (rrb 0.08-0.29). Differences in usability perceptions were observed among participants with sporadic mild cognitive impairment compared to cognitively healthy individuals (rrb 0.26-0.29). A moderate association was also identified between task difficulty and user agreeableness (Cramér V=0.37, 95% CI 0.28-0.54).

Conclusions: NavegApp is a valid and user-friendly SG designed for SC assessment, developed by integrating software engineering and psychometric evaluation methodologies. While the results are promising, further studies are warranted to evaluate its diagnostic accuracy and construct validity. This work outlines a comprehensive framework for SG development in cognitive assessment, emphasizing the importance of incorporating psychometric validity measures from the outset of the design process.

新型空间认知评估严肃游戏NavegApp的数字人机工程学:内容有效性与可用性研究
背景:阿尔茨海默病(AD)是世界范围内痴呆症的主要原因。随着人口老龄化和获得有效治疗的机会有限,迫切需要创新标记物来支持及时的预防性干预措施。新出现的证据强调空间认知(SC)是阿尔茨海默病认知标志物的一个有价值的来源。这项研究提出了NavegApp,一个严肃的游戏(SG),旨在评估SC的3个关键成分,这些成分显示出作为早期发现AD的认知标志物的潜力。目的:本研究旨在确定多兴趣群体对NavegApp的内容效度和可用性感知。方法:采用软件工程、心理测量学和健康测量学的多步骤方法对软件进行验证。我们的方法分为3个阶段,以健康软件生命周期和基于共识的健康状况测量工具选择标准(COSMIN)建议为指导,以评估健康工具的心理测量质量。为了评估内容有效性,一个由8名专家组成的小组评估了应用程序中包含的任务的相关性和代表性。此外,根据临床状态和AD风险水平分为5组的212名参与者被招募来评估应用程序在不同开发阶段的数字人体工程学和可用性。补充分析进行,以确定组的差异,并探讨任务难度和用户亲和性之间的关系。结果:NavegApp被专家和用户验证为一个高度可用的工具。专家小组确认游戏中包含的任务对于衡量SC组件具有代表性(Aiken V=0.96-1.00)和相关性(Aiken V=0.96-1.00)。专家和非专家都对NavegApp的数字人体工程学给予了积极的评价,两组之间的差异很小(rrb为0.08-0.29)。零星轻度认知障碍受试者与认知健康受试者在可用性感知上存在差异(rrb = 0.26-0.29)。任务难度和用户亲和性之间也存在适度的关联(cram V=0.37, 95% CI 0.28-0.54)。结论:NavegApp是一种有效的、用户友好的SC评估SG,通过整合软件工程和心理测量评估方法开发而成。虽然结果是有希望的,但需要进一步的研究来评估其诊断的准确性和结构的有效性。这项工作概述了认知评估中SG发展的综合框架,强调了从设计过程开始就纳入心理测量效度测量的重要性。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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