Acceptability and Feasibility in Using Gamified Mobile Application for Working Memory Training in Older Adults

IF 2.3 4区 医学 Q3 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Frank Ho-Yin Lai, Ben Chi-Bun Yip, Eddie Yip-Kuen Hai, Cath Darling, David Wai-Kwong Man
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引用次数: 0

Abstract

Background: The increasing adoption of mobile technologies among older adults presents new opportunities for cognitive health interventions. This study explores the acceptability and feasibility of a Cantonese-language gamified mobile application, Challenges in Town, designed to support cognitive training through real-life simulations. Grounded in the Technology Acceptance Model (TAM), the research investigates how gender, age, education and socioeconomic status influence older adults’ engagement with the app.

Method: A qualitative methodology was employed, involving 18 semistructured interviews and two focus groups with 20 participants aged 66–85 years in Hong Kong. Thematic analysis was conducted using TAM constructs: perceived usefulness (PU), perceived ease of use (PEU), attitude towards use (ATU) and behavioural intention to use (BIU). Stratified analysis provided insights into demographic-specific experiences.

Results: Findings revealed high acceptability, with participants reporting cognitive benefits, emotional satisfaction and motivation to continue use. Younger and more tech-savvy users adapted quickly, while older participants required initial support but expressed satisfaction postadaptation. Gendered differences emerged, with men valuing cognitive challenge and women emphasising practical memory support. Educational and socioeconomic backgrounds influenced expectations and perceived utility.

Discussion and Conclusion: The study highlights the importance of user-centred design, including intuitive navigation, customizable features and family-assisted onboarding. While TAM provided a useful framework, emergent themes such as family support and intergenerational support, and emotional engagement and social dimensions suggest the need for broader models. These findings inform the development of inclusive digital tools that promote cognitive well-being in ageing populations.

Abstract Image

游戏化手机应用在老年人工作记忆训练中的可接受性与可行性
背景:老年人越来越多地采用移动技术,为认知健康干预提供了新的机会。本研究探讨了粤语游戏化手机应用“挑战在城市”的可接受性和可行性,该应用旨在通过现实生活模拟来支持认知训练。本研究以技术接受模型(TAM)为基础,调查了性别、年龄、教育程度和社会经济地位如何影响老年人对app的使用。方法:采用定性方法,包括18次半结构化访谈和两个焦点小组,共有20名年龄在66-85岁之间的香港参与者。使用TAM构念进行主题分析:感知有用性(PU)、感知易用性(PEU)、使用态度(ATU)和行为使用意向(BIU)。分层分析提供了对人口统计学特定经验的见解。结果:研究结果显示了高可接受性,参与者报告认知益处,情感满意度和继续使用的动机。年轻和更精通技术的用户适应得很快,而年长的参与者需要最初的支持,但在适应后表示满意。性别差异出现了,男性重视认知挑战,而女性强调实际记忆支持。教育和社会经济背景影响期望和感知效用。讨论与结论:该研究强调了以用户为中心的设计的重要性,包括直观的导航、可定制的功能和家庭辅助的登机。虽然TAM提供了一个有用的框架,但家庭支持、代际支持、情感参与和社会维度等新兴主题表明,需要更广泛的模型。这些发现为开发包容性数字工具提供了信息,以促进老年人的认知福祉。
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来源期刊
CiteScore
4.50
自引率
8.30%
发文量
423
期刊介绍: Health and Social Care in the community is an essential journal for anyone involved in nursing, social work, physiotherapy, occupational therapy, general practice, health psychology, health economy, primary health care and the promotion of health. It is an international peer-reviewed journal supporting interdisciplinary collaboration on policy and practice within health and social care in the community. The journal publishes: - Original research papers in all areas of health and social care - Topical health and social care review articles - Policy and practice evaluations - Book reviews - Special issues
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