Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-04-17 DOI:10.2196/45467
Rhys Mantell, Adrienne Withall, Kylie Radford, Michael Kasumovic, Lauren Monds, Ye In Jane Hwang
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引用次数: 0

Abstract

Background: Serious games have the potential to transform the field of cognitive assessment. The use of serious game-based cognitive assessments in prison environments is particularly exciting. This is because interventions are urgently needed to address the rapid increase in the number of currently incarcerated older adults globally and because of the heightened risks of dementia and cognitive decline present in this population. Game-based assessments are assumed to be fun, engaging, and suitable alternatives to traditional cognitive testing, but these assumptions remain mostly untested in older adults. This is especially true for older adults in prison, whose preferences and needs are seldom heard and may deviate from those previously captured in studies on cognition and serious games.

Objective: This study aimed to understand the design preferences of older adults in prison for a game-based cognitive assessment.

Methods: This study used reflexive thematic analysis, underpinned by critical realism, and applied the technique of abduction. Overall, 4 focus groups with a total of 20 participants were conducted with older adults (aged ≥50 years; aged ≥45 years for Aboriginal and Torres Strait Islander people) across 3 distinct prison environments in Australia.

Results: Self-determination theory was used as a theoretical foundation to interpret the results. Overall, 3 themes were generated: Goldilocks-getting gameplay difficulty just right through optimal challenge (the first theme emphasizes the participants' collective desire for an individualized optimal level of difficulty in serious gameplay), Avoiding Childish Graphics-gimmicky gameplay can be condescending (the second theme raises the importance of avoiding immature and childlike gameplay features, as some older end users in prison felt that these can be condescending), and A Balanced Diet-meaningful choice and variety keeps game-based assessments fun (the third theme highlights the strong user preference for meaningful choice and variety in any serious game-based cognitive assessment to maximize in-game autonomy).

Conclusions: The collection of these themes provides novel insights into key game design preferences of marginalized older adults.

基于游戏的监狱老年人认知评估的设计偏好:主题分析。
背景:严肃游戏具有改变认知评估领域的潜力。在监狱环境中使用严肃的基于游戏的认知评估尤其令人兴奋。这是因为迫切需要采取干预措施来解决全球目前被监禁的老年人数量迅速增加的问题,也因为这一人群中痴呆症和认知能力下降的风险增加。基于游戏的评估被认为是有趣的,吸引人的,是传统认知测试的合适选择,但这些假设在老年人中大多未经测试。对于监狱里的老年人来说尤其如此,他们的偏好和需求很少被听到,可能会偏离之前在认知和严肃游戏研究中所捕获的那些。目的:本研究旨在了解监狱中老年人在基于游戏的认知评估中的设计偏好。方法:以批判现实主义为基础,运用溯因法,运用反身性主题分析。总体而言,4个焦点小组共20名参与者进行了老年人(年龄≥50岁;年龄≥45岁(土著人和托雷斯海峡岛民),跨越澳大利亚三种不同的监狱环境。结果:以自我决定理论作为解释结果的理论基础。总的来说,产生了3个主题:《金发女孩》——通过最优挑战获得合适的游戏难度(第一个主题强调参与者在严肃游戏玩法中对个性化最优难度的集体渴望),避免幼稚的图像——花哨的游戏玩法可能是居高临下的(第二个主题强调避免不成熟和孩子气的游戏玩法功能的重要性,因为一些年长的监狱终端用户觉得这些可能是居高临下的),均衡饮食——有意义的选择和多样性保持基于游戏的评估的趣味性(第三个主题强调了在任何严肃的基于游戏的认知评估中,用户对有意义的选择和多样性的强烈偏好,以最大化游戏中的自主性)。结论:这些主题的集合为边缘化老年人的关键游戏设计偏好提供了新颖的见解。
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
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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