Do Older and Young Adults Learn to Integrate Geometry While Navigating in an Environment of a Serious Game?

IF 2.9 Q2 NEUROSCIENCES
Neuroscience Insights Pub Date : 2021-01-24 eCollection Date: 2021-01-01 DOI:10.1177/2633105520988861
Kazushige Kimura, Zahra Moussavi
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引用次数: 0

Abstract

We evaluated the outcomes of an intervention using a serious game designed to be played on iPads for improving spatial reorientation by training users to integrate geometry of the environment, instead of relying solely on featural cues. Using data logged online through a clinical study of using this game, the effect of training among 16 older adults (69.3 ± 6.4 years, 4 males), who played the game repeatedly (self-administered) over a period of 8 weeks, was investigated. The game contains a hexagonal room with 3 objects, textured walls, and grids on the floor, which are removed one by one as the participant played the game. In each level, the room also rotates such that the viewpoint of the user is different from that of the previous level. Participants cannot play a higher level unless they make no mistake during the trials of the lower test level. In addition to data of older adults available from that clinical trial, we recruited 16 young adults (27.3 ± 5.6 years, 4 males) to play the game for 5 sessions and compared their results with those of the older adults. We evaluated the error type made in each test level and the scores for each session among older adults. Further, we compared the frequency of each error type between young and older adults during the test levels that a landmark adjacent to the target was removed over the first 5 sessions. The results of older adults' performance suggest they learned to make fewer mistakes over the sessions. Also, both young and older adults learned to integrate the geometrical cues rather than relying on the landmark cue adjacent to the target to find the target. Overall, the results indicate the designed hexagonal room game can enhance spatial cognition among all age groups of adults.

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在一个严肃的游戏环境中,老年人和年轻人在导航中学习整合几何吗?
我们使用设计在ipad上玩的严肃游戏来评估干预的结果,通过训练用户整合环境的几何形状来改善空间重新定向,而不是仅仅依赖特征线索。通过使用该游戏的临床研究在线记录数据,研究了16名老年人(69.3±6.4岁,4名男性)在8周的时间内反复玩该游戏(自我管理)的训练效果。游戏包含一个六角形的房间,有3个物体,有纹理的墙壁和地板上的网格,当参与者玩游戏时,这些物体会被一个接一个地移除。在每一层中,房间也会旋转,这样用户的视角就会与前一层不同。除非在较低测试级别的测试中没有犯错,否则参与者不能进行更高级别的测试。除了从该临床试验中获得的老年人数据外,我们还招募了16名年轻人(27.3±5.6岁,4名男性)参加5次游戏,并将他们的结果与老年人的结果进行比较。我们在老年人中评估了每个测试级别的错误类型和每个会话的分数。此外,我们比较了在前5次测试中,年轻人和老年人在目标附近的地标被移除的测试水平中每种错误类型的频率。老年人的表现表明,他们在训练过程中学会了犯更少的错误。此外,年轻人和老年人都学会了整合几何线索,而不是依靠目标附近的地标线索来找到目标。结果表明,设计的六角形房间游戏可以增强各年龄段成人的空间认知能力。
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
Neuroscience Insights
Neuroscience Insights Neuroscience-Neuroscience (all)
CiteScore
6.10
自引率
0.00%
发文量
24
审稿时长
9 weeks
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