比较护理人员对社交机器人和平板电脑在痴呆症护理中的严肃游戏传递的看法:横断面比较研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-10-07 DOI:10.2196/76209
Dorothy Bai, Kelvin Tan Cheng Kian, Po-Yin Chen, Yeh-Liang Hsu, Gong-Hong Lin
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引用次数: 0

摘要

背景:与严肃游戏相结合的社交机器人有望成为痴呆症护理的创新非药物策略。然而,有限的研究采用了定量的、平台级的比较,从正式护理人员的角度来看,他们是痴呆症护理环境中技术实施的关键利益相关者。目的:本研究旨在评估通过配备屏幕的社交机器人提供的基于游戏的严肃互动模型的可行性、可用性和整体用户体验,并与基于平板电脑的相同模型进行比较,从正式痴呆症护理人员的角度出发。方法:对120名痴呆护理人员进行横断面比较研究。每个护理人员都单独与配备屏幕的社交机器人和触摸屏平板电脑互动,提供包含认知练习、音乐治疗和回忆的相同严肃游戏内容。机器人具有多模式交互功能,包括语音、手势、动作和面部表情显示,而平板电脑则依赖于标准的触摸屏功能。护理人员使用用户体验问卷(UEQ)、系统可用性量表(SUS)和定制的技术接受模型(TAM)来评估这两个平台。采用t检验进行组间比较,采用事后Benjamini-Hochberg校正对多重比较进行对照。结果:护理人员普遍更喜欢社交机器人而不是平板电脑。机器人的UEQ总分更高(平均1.29,SD 1.14,平均0.99,SD 1.08, P= 0.004),特别是在享受(P= 0.002)、友好(P= 0.006)、清晰(P= 0.002)、组织(P= 0.02)、兴趣(P= 0.01)和创新(P= 0.002)方面。在SUS中,护理人员对机器人的快速学习评分较高(平均2.71,SD 0.79 vs平均2.44,SD 0.81; P= 0.002),而总体SUS评分具有可比性。TAM结果表明,机器人的总分较高(平均4.03分,标准差0.47比平均3.67分,标准差0.58,P=.002),在感知有用性(P=.002)、易用性(P=.002)、态度(P=.002)和行为意图(P=.002)方面评分较高。所有P值均来自双尾t检验,并使用Benjamini-Hochberg程序进行调整。结论:与基于平板电脑的平台相比,本研究中使用的社交机器人被正式的痴呆症护理人员认为提供了更有利的用户体验,并引发了更强的使用意愿。这些发现支持了社交机器人作为在痴呆症护理中提供技术支持活动平台的可行性,并为其在痴呆症护理中的实施和结果的未来研究奠定了基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study.

Comparing Caregiver Perceptions of a Social Robot and Tablet for Serious Game Delivery in Dementia Care: Cross-Sectional Comparison Study.

Background: Social robots integrated with serious games hold promise as innovative nonpharmacological strategies in dementia care. However, limited studies have adopted quantitative, platform-level comparisons from the perspective of formal caregivers, who are key stakeholders in technology implementation in dementia care settings.

Objective: This study aimed to evaluate the feasibility, usability, and overall user experience of a serious game-based interaction model delivered via a screen-equipped social robot, compared to a tablet-based version of the same model, from the perspective of formal dementia caregivers.

Methods: A cross-sectional comparative study was conducted with 120 formal dementia caregivers. Each caregiver individually interacted with both a screen-equipped social robot and a touchscreen tablet, delivering identical serious game content incorporating cognitive exercises, music therapy, and reminiscence. The robot featured multimodal interaction capabilities, including voice, gestures, movement, and facial expression display, while the tablet relied on standard touchscreen functions. Caregivers evaluated both platforms using the User Experience Questionnaire (UEQ), System Usability Scale (SUS), and a customized Technology Acceptance Model (TAM). Group comparisons were performed using t tests, with post hoc Benjamini-Hochberg correction applied to control for multiple comparisons.

Results: Caregivers generally favored the social robot over the tablet. The robot received higher total UEQ scores (mean 1.29, SD 1.14, vs mean 0.99, SD 1.08; P=.004), particularly in enjoyment (P=.002), friendliness (P=.006), clarity (P=.002), organization (P=.02), interest (P=.01), and innovation (P=.002). In the SUS, caregivers rated the robot higher for quick learning (mean 2.71, SD 0.79 vs mean 2.44, SD 0.81; P=.002), while overall SUS scores were comparable. TAM results indicated higher total scores for the robot (mean 4.03, SD 0.47 vs mean 3.67, SD 0.58; P=.002), with stronger ratings in perceived usefulness (P=.002), ease of use (P=.002), attitudes (P=.002), and behavioral intentions (P=.002). All P values are from 2-tailed t tests and were adjusted using the Benjamini-Hochberg procedure.

Conclusions: The social robot used in this study was perceived by formal dementia caregivers as providing a more favorable user experience and eliciting a stronger intention to use compared to a tablet-based platform. These findings support the feasibility of social robots as a platform for delivering technology-supported activities in dementia care and provide a foundation for future research on their implementation and outcomes in dementia care.

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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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