评估老年人基于游戏的认知评估的用户体验和可用性:系统回顾。

IF 5 Q1 GERIATRICS & GERONTOLOGY
JMIR Aging Pub Date : 2025-06-11 DOI:10.2196/65252
Rhys Mantell, Ye In Jane Hwang, Matthew Dark, Kylie Radford, Michael Kasumovic, Lauren Monds, Peter W Schofield, Tony Butler, Adrienne Withall
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引用次数: 0

摘要

背景:基于游戏的认知评估(gbca)有可能通过更有效地筛查与年龄相关的认知衰退来改变认知测试领域。然而,我们对这些游戏的可用性和整体用户体验缺乏深刻的理解。这是一种风险,因为gbca的主要目标用户是老年人,他们很少参与游戏设计研发。目的:本研究旨在通过调查老年人gbca的可用性、可接受性和可享受性来解决这一差距。方法:本研究遵循进行循证系统评价的既定做法。结果:初始数据库搜索返回15,232条记录。经过彻底的筛选过程,剩下8项研究用于提取和分析。所包含的论文的综合确定了两个重叠但不同的重点领域:系统可用性和主观用户体验。在所有的研究中,可用性得分大多是积极的。然而,在一些游戏研究中,老年人和那些有认知障碍的人倾向于发现gbca不太有用。即使游戏是专门为这些人群设计的,任务也很简单,只代表基本的日常活动,这种趋势也能观察到。在我们关注的第二个领域,即用户体验中,我们发现了感知挑战在跨群体调节游戏体验中的重要性。也就是说,为每个用户创造适当的难度等级对于积极的用户体验(特别是乐趣)非常重要。结论:在这些发现的基础上,我们确定了对设计和开发gbca感兴趣的研究人员的关键学习。这些包括(1)认识到有效性是必要的,但本身不是充分的;(二)明确预期用户;(3)设计符合老年人独特偏好和需求的游戏;(4)尽可能为每个用户提供他们的最佳挑战水平。试验注册:PROSPERO CRD42023433298;https://www.crd.york.ac.uk/PROSPERO/view/CRD42023433298。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review.

Background: Game-based cognitive assessments (GBCAs) have the potential to transform the field of cognitive testing by enabling more effective screening of age-related cognitive decline. However, we lack a strong understanding of the usability and overall user experience of these games. This is a risk because the primary target users for GBCAs, older people, are seldom involved in game design research and development.

Objective: This study aims to address this gap by investigating the usability, acceptability, and enjoyability of GBCAs for older people.

Methods: This study followed established practices for undertaking evidence-based systematic reviews.

Results: The initial database search returned 15,232 records. After a thorough screening process, 8 studies remained for extraction and analysis. A synthesis of the included papers identified 2 overlapping yet distinct areas of focus: system usability and subjective user experience. Usability scores were mostly positive across the studies included. However, in several of the game studies, older adults and those with cognitive impairment tended to find GBCAs less usable. This trend was observed even when the games were explicitly designed for these populations, and the tasks were simplistic and representative of basic daily activities. In our second focus area, user experience, we identified the importance of perceived challenge in mediating gameplay experience across groups. That is, generating the appropriate level of difficulty for each user is important for positive user experiences, specifically enjoyment.

Conclusions: On the basis of these findings, we identified key learnings for researchers interested in designing and developing GBCAs. These include (1) recognizing that validity is essential but not sufficient on its own; (2) clearly defining the intended user; (3) designing games that align with the unique preferences and needs of older people; and (4), whenever possible, providing each user with their optimal level of challenge.

Trial registration: PROSPERO CRD42023433298; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023433298.

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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
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