老年人触觉驱动的严肃纸牌游戏:用户偏好研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-27 DOI:10.2196/73135
Xin Huang, Nazlena Mohamad Ali, Shafrida Sahrani
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引用次数: 0

摘要

背景:触觉反馈技术被广泛应用,包括在严肃游戏中。它是一种补充音频和视觉的附加感官方法,通过物理控制层提供新颖的用户体验,增强虚拟现实的沉浸感,从而改善用户的认知状态,同时减轻对视觉信息的依赖。然而,对于针对老年人设计的手机严肃纸牌游戏的触觉反馈偏好的研究却非常有限。目的:研究老年人在手机严肃卡牌游戏中对触觉反馈的偏好。方法:本研究从中国安徽省当图县招募250名参与者,平均年龄64.78岁(SD 4.23)。对老年人进行描述性调查,发放结构化问卷,通过“人文行”(长沙冉星信息技术有限公司)手机应用程序收集数据。采用SPSS (IBM公司)软件进行信度和效度分析。问卷调查老年人对卡牌游戏和严肃游戏的基本认识,卡牌游戏与移动设备的融合,卡牌游戏与触觉反馈技术结合的潜在影响,以及建议和意见。结果:63.2%(158/250)的老年人喜欢轻微的触觉反馈模式,78.4%(196/250)的老年人认为将触觉反馈技术与手机纸牌游戏相结合有助于提高认知能力。研究发现,73.6%(184/250)的老年人认为这项技术可以减少他们对视觉信息的依赖。这证实了严肃的纸牌游戏和触觉反馈的结合可以减轻老年人的感觉障碍。定性分析揭示了触觉反馈在减少视觉疲劳和提供引人入胜的认知训练体验方面的潜力。结论:老年人对将触觉反馈整合到手机严肃纸牌游戏中表现出极大的兴趣,认为这可以增强他们的认知能力,同时减少他们对视觉信息的依赖。然而,局限性包括样本量和地理限制、数字素养差异、自我报告数据以及缺乏纵向评估。建议通过纵向研究来评估带有触觉反馈的手机严肃纸牌游戏对认知能力的长期影响。这些调查可以为游戏开发者、康复机构和老年人认知训练工具的开发提供有价值的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Haptic-Driven Serious Card Games for Older Adults: User Preferences Study.

Background: Haptic feedback technology is widely used, including in serious games. It is an additional sensory method that supplements audio and vision, provides a novel user experience through a physical control layer, and enhances the immersion of virtual reality, thereby improving the user's cognitive state while alleviating dependence on visual information. However, there is limited research on haptic feedback preferences for mobile serious card games designed for older adults.

Objective: The study aims to investigate older adults' preferences for haptic feedback in mobile serious card games.

Methods: This study recruited a total of 250 participants from Dangtu County, Anhui Province, China, with an average age of 64.78 (SD 4.23) years. A descriptive survey was conducted among older adults, structured questionnaires were distributed, and data were collected via the Wenjuanxing (Changsha Ranxing Information Technology Co Ltd) mobile app. Reliability and validity analyses were performed using SPSS (IBM Corp) software. The questionnaire investigated older adults' basic understanding of card games and serious games, the integration of card games with mobile devices, the potential impact of combining card games with haptic feedback technology, as well as suggestions and opinions.

Results: The results showed that 63.2% (158/250) of the older adults liked the slight haptic feedback mode, and 78.4% (196/250) of the participants believed that combining haptic feedback technology with mobile card games would help improve cognitive abilities. The study found that 73.6% (184/250) of the older adults believed that this technology could reduce their reliance on visual information. This confirms that the combination of serious card games and haptic feedback can alleviate sensory impairments in older adults. Qualitative analysis revealed the potential of haptic feedback to reduce visual fatigue and provide an engaging cognitive training experience.

Conclusions: Older adults have shown great interest in incorporating haptic feedback into mobile serious card games, believing that this could enhance their cognitive abilities while reducing their reliance on visual information. However, limitations include sample size and geographic restrictions, differences in digital literacy, self-reported data, and lack of longitudinal assessment. Longitudinal studies are recommended to evaluate the long-term effects of mobile serious card games with haptic feedback on cognitive abilities. Such investigations could provide valuable insights for game developers, rehabilitation institutions, and the development of cognitive training tools for older adults.

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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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