Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research.

IF 4.7 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2026-04-02 DOI:10.2196/83128
Xiaofeng Qiao, Shan Tian, Min Tang, Shipei He, Jinghui Wang, Linyuan Fan, Yuanjie Zhu, Zhiyang Zhang, Songjun Du, Chaojie Dong, Yepu Chen, Xiaoyu Liu
{"title":"Analysis of Spatiotemporal Features in a Virtual Navigation Game Across Different Age Groups: Quantitative Research.","authors":"Xiaofeng Qiao, Shan Tian, Min Tang, Shipei He, Jinghui Wang, Linyuan Fan, Yuanjie Zhu, Zhiyang Zhang, Songjun Du, Chaojie Dong, Yepu Chen, Xiaoyu Liu","doi":"10.2196/83128","DOIUrl":null,"url":null,"abstract":"<p><strong>Background: </strong>With rapid urbanization, the proliferation of densely arranged buildings and increasingly homogeneous architectural designs has made disorientation and navigation difficulties more common, especially for older adults. Meanwhile, advances in virtual reality technology now allow researchers to create highly immersive navigation games, offering opportunities for assessing cognitive abilities and examining how environmental factors shape navigation behavior.</p><p><strong>Objective: </strong>This study aimed to design a virtual reality-based navigation game capable of assessing cognitive abilities through navigation behavior and quantitatively examining how environmental configurations influence navigation patterns in different age groups.</p><p><strong>Methods: </strong>We designed a virtual goal-directed navigation game and recruited 2 groups, younger adults (n=18) and older adults (n=21), to complete identical wayfinding tasks. Before the formal experiment, participants completed cognitive assessments and received training. To characterize navigational behavior, k-means clustering was applied to classify navigation states and extract behaviorally meaningful navigation measurements, which were then examined for correlations with cognitive test scores. To quantify the effects of environmental structure, space syntax analysis was conducted to calculate line-based and grid-based experienced metrics for each participant, and their associations with navigation performance were examined. Additionally, between-group differences in navigation performance and experienced metrics were evaluated across age groups.</p><p><strong>Results: </strong>Our results revealed that navigation behavior performance, particularly navigation efficiency, was significantly influenced by cognitive abilities and was strongly associated with several cognitive tests: the Montreal Cognitive Assessment (r=0.495, P=.04), Trail Making Test Part A (r=-0.761, P=.001), and the Mental Rotation Test (r=0.848, P<.001). In terms of environmental influences, experienced axial integration (EAI) and experienced visual integration (EVI) demonstrated significant age-related differences: EAI (z=-2.43, P=.01) and EVI (t=2.48, P=.02). Moreover, navigation efficiency exhibited distinct age-specific correlations with experienced metrics: among older adults, navigation efficiency was negatively associated with EVI (r=-0.48, P=.04), and young adults showed negative correlation between navigation efficiency and EAI (r=-0.64, P=.005).</p><p><strong>Conclusions: </strong>Our findings demonstrate that k-means clustering provides an effective approach for classifying navigation states and extracting quantitative behavioral indicators for assessing cognitive abilities. In addition, the environment-based experienced metrics derived from space syntax analysis revealed distinct age-related navigation patterns, highlighting how spatial configuration shapes wayfinding behavior across age groups. These results establish an important foundation for future applications in clinical cognitive assessment and rehabilitation, as well as the design of age-friendly urban environments.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"14 ","pages":"e83128"},"PeriodicalIF":4.7000,"publicationDate":"2026-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13046224/pdf/","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JMIR Serious Games","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.2196/83128","RegionNum":2,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"HEALTH CARE SCIENCES & SERVICES","Score":null,"Total":0}
引用次数: 0

Abstract

Background: With rapid urbanization, the proliferation of densely arranged buildings and increasingly homogeneous architectural designs has made disorientation and navigation difficulties more common, especially for older adults. Meanwhile, advances in virtual reality technology now allow researchers to create highly immersive navigation games, offering opportunities for assessing cognitive abilities and examining how environmental factors shape navigation behavior.

Objective: This study aimed to design a virtual reality-based navigation game capable of assessing cognitive abilities through navigation behavior and quantitatively examining how environmental configurations influence navigation patterns in different age groups.

Methods: We designed a virtual goal-directed navigation game and recruited 2 groups, younger adults (n=18) and older adults (n=21), to complete identical wayfinding tasks. Before the formal experiment, participants completed cognitive assessments and received training. To characterize navigational behavior, k-means clustering was applied to classify navigation states and extract behaviorally meaningful navigation measurements, which were then examined for correlations with cognitive test scores. To quantify the effects of environmental structure, space syntax analysis was conducted to calculate line-based and grid-based experienced metrics for each participant, and their associations with navigation performance were examined. Additionally, between-group differences in navigation performance and experienced metrics were evaluated across age groups.

Results: Our results revealed that navigation behavior performance, particularly navigation efficiency, was significantly influenced by cognitive abilities and was strongly associated with several cognitive tests: the Montreal Cognitive Assessment (r=0.495, P=.04), Trail Making Test Part A (r=-0.761, P=.001), and the Mental Rotation Test (r=0.848, P<.001). In terms of environmental influences, experienced axial integration (EAI) and experienced visual integration (EVI) demonstrated significant age-related differences: EAI (z=-2.43, P=.01) and EVI (t=2.48, P=.02). Moreover, navigation efficiency exhibited distinct age-specific correlations with experienced metrics: among older adults, navigation efficiency was negatively associated with EVI (r=-0.48, P=.04), and young adults showed negative correlation between navigation efficiency and EAI (r=-0.64, P=.005).

Conclusions: Our findings demonstrate that k-means clustering provides an effective approach for classifying navigation states and extracting quantitative behavioral indicators for assessing cognitive abilities. In addition, the environment-based experienced metrics derived from space syntax analysis revealed distinct age-related navigation patterns, highlighting how spatial configuration shapes wayfinding behavior across age groups. These results establish an important foundation for future applications in clinical cognitive assessment and rehabilitation, as well as the design of age-friendly urban environments.

不同年龄组虚拟导航游戏时空特征分析:定量研究。
背景:随着城市化的快速发展,密集排列的建筑和日益同质化的建筑设计的激增,使得迷失方向和导航困难更加普遍,特别是对于老年人。与此同时,虚拟现实技术的进步使研究人员能够创造出高度沉浸式的导航游戏,为评估认知能力和研究环境因素如何影响导航行为提供了机会。目的:设计一款基于虚拟现实的导航游戏,通过导航行为评估认知能力,并定量考察环境配置对不同年龄组导航模式的影响。方法:我们设计了一个虚拟的目标导向导航游戏,并招募了2组,青年(n=18)和老年人(n=21),完成相同的寻路任务。在正式实验之前,参与者完成了认知评估并接受了培训。为了描述导航行为,应用k-均值聚类对导航状态进行分类,并提取有行为意义的导航测量值,然后检查这些测量值与认知测试分数的相关性。为了量化环境结构的影响,我们进行了空间语法分析,计算了每个参与者的基于线和基于网格的经验指标,并研究了它们与导航性能的关系。此外,还评估了不同年龄组在导航性能和经验指标方面的组间差异。结果:导航行为表现,特别是导航效率,受认知能力的显著影响,并与多项认知测试密切相关:蒙特利尔认知评估(r=0.495, P= 0.04)、造径测试A部分(r=-0.761, P=.001)和心理旋转测试(r=0.848, P)。研究结果表明,k-means聚类为分类导航状态和提取定量行为指标提供了有效的方法,用于评估认知能力。此外,从空间句法分析中得出的基于环境的经验指标揭示了不同年龄相关的导航模式,突出了空间配置如何影响不同年龄段的寻路行为。这些结果为未来在临床认知评估和康复以及老年友好型城市环境设计中的应用奠定了重要基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
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.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书