| Literature DB >> 29089914 |
Ming-Hsin Lu1, Weijane Lin2, Hsiu-Ping Yueh1,3.
Abstract
In the research field of cognitive aging, games have gained attention as training interventions to remediate age-related deficits. Cognitive training games on computer, video and mobile platforms have shown ample and positive support. However, the generalized effects are not agreed upon unanimously, and the game tasks are usually simple and decontextualized due to the limitations of measurements. This study adopted a qualitative approach of design-based research (DBR) to systematically review and pragmatically examine the regime, presentation and feedback design of a cognitive training game for older adults. An overview of the literature of cognitive aging and training games was conducted to form the theoretical conjectures of the design, and an iterative cycle and process were employed to develop a mobile game for older adults who are homebound or receiving care in a nursing home. Stakeholders, i.e., elderly users and institutional administrators, were invited to participate in the design process. Using two cycles of design and evaluation, a working prototype of an iPad-based app that accounted for the needs of elderly adults in terms of form, appearance and working function was developed and tested in the actual contexts of the participants' homes and an assisted living facility. The results showed that the cognitive training game developed in this study was accepted by the participants, and a high degree of satisfaction was noted. Moreover, the elements of the interface, including its size, layout and control flow, were tested and found to be suitable for use. This study contributes to the literature by providing design suggestions for such games, including the designs of the cognitive training structure, interface, interaction, instructions and feedback, based on empirical evidence collected in natural settings. This study further suggests that the effectiveness of cognitive training in mobile games be evaluated through field and physical testing on a larger scale in the future.Entities:
Keywords: app; cognitive training; design-based research; elderly adult; mobile game
Year: 2017 PMID: 29089914 PMCID: PMC5651036 DOI: 10.3389/fpsyg.2017.01837
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Aging cognition and cognitive training structure of related games.
Figure 2DBR process in this study.
Demographics of elderly participants.
| Cycle I | U-1 | 82 | F | ✔ | No | Full-day nursing home |
| U-2 | 90 | F | ✔ | Enhanced phone | Day-care nursing home | |
| U-3 | 73 | F | ✔ | Smartphone, tablet | Day-care nursing home | |
| U-4 | 86 | F | ✔ | Enhanced phone | Day-care nursing home | |
| Cycle II | U-5 | 84 | F | ✔ | No | Living with family |
| U-6 | 74 | M | ✘ | Enhanced phone | Living with family | |
| U-7 | 66 | F | ✘ | No | Living with family | |
| U-8 | 63 | F | ✘ | Enhanced phone | Three generation family | |
| U-9 | 61 | M | ✔ | Smartphone | Living with spouse |
Mobile technology experience, experiences of using smartphone or tablet; F, female; M, male.
Demographics of stakeholders.
| Cycle I | S-1 | M | Medically proficient manager | More than 5 years |
| social worker | More than 10 years | |||
| S-2 | F | Human-computer interaction and user interface design | More than 3 years | |
| S-3 | F | Human-computer interaction design | ||
| S-4 | M | Human-computer interaction design and programmer | ||
| S-5 | M | Human-computer interaction design and programmer |
Contents of acceptance evaluation.
| Cube counting | Input the number of cubes | Attention executive function memory visuospatial function | |
| Time discrimination | Input the item number corresponding to the assigned time | Attention executive function memory visuospatial function | |
| Amount comparison | Input the set number that contains the most money | Attention executive function memory visuospatial function | |
| Drawing | Draw the same shape | Attention executive function memory visuospatial function | |
| Reading cards | Read aloud the cards on the tablet and respond to the cards' questions | Attention executive function memory language visuospatial function |
Cognitive training activities and effectiveness in the day-care nursing home.
| Drawing and clipping | Create paintings by free drawing and clipping | v | v | v | ||
| Karaoke | Sing after arranging lyrics using character squares (see Figure | v | v | v | v | |
| Lyrics arrangement using character squares | v | v | v | |||
| Outdoor trip | Interact and communicate with companions (see Figure | v | v | v | v | |
| Foot-bathing | v | v | v | v | ||
| Product catalog clipping | Calculate costs in a simulated shopping context (see Figure | v | v | v | ||
| Calendar board | Change cards indicating the date, season, weather and holiday (see Figure | v | v | v | ||
| Making cake | A computer game guiding people to bake a cake step by step | v | v | v | v | |
| Folding of balloons | Accomplish the task by following numerous steps | v | v | v | v | |
| Handicrafts | v | v | v | v | ||
Figure 3Cognitive training activities in the day-care nursing home. (A) Product catalog clipping (B) Calendar board (C) Foot-bathing room (D) Lyric arrangement using character squares (left) and Lyric squares (right).
Failure and difficulty evaluation of the current cognitive training games.
| Cube counting | Attention executive function memory visuospatial function | •The hidden cubes were difficult to discriminate | Difficult |
| Time discrimination | Attention executive function memory Visuospatial function | •Input the answer by tapping the clock | Easy |
| Amount comparison | Attention executive function memory visuospatial function | •Incorrect counting | Difficult |
| Drawing | Attention executive function memory visuospatial function | •No failure | Easy |
| Reading cards | Attention executive function memory language visuospatial function | •No failure | Easy |
Game tasks, contexts and stimulated cognitive constructs.
| Discrimination | My calendar | v | v | v | ||
| Finding object during a phone call | v | v | v | v | ||
| Go to the zoo | v | v | v | |||
| Visuomotor | Go to the market | v | v | v | v | |
| Respelling | Super singer | v | v | v | v | v |
| Calculation | Shopping in the market | v | v | v | ||
Figure 4User interface prototype. (A) Home page (B) Auditory instruction setting page (C) My calendar: identify the date by turning the calendar, choosing the day and time (D) Context and task introduction page displayed before each task starts (E) Go to the market (F) Shopping in the market (G) Finding object during a phone call (H) Super singer (I) Go to the zoo (J) Feedback page of task failure (K) Game score (L) Ranking table.
Completion time of game task (seconds).
| My calendar | 228 | 61 | 74 | 59 | 88 | 102.00 | 71.39 |
| Go to market | 133 | 46 | 54 | 55 | 58 | 69.20 | 35.94 |
| Shopping in the market | 136 | 86 | 89 | 65 | 82 | 91.60 | 26.50 |
| Finding object during a phone call | 102 | 48 | 60 | 42 | 55 | 61.40 | 23.70 |
| Super singer | 72 | 51 | 46 | 44 | 50 | 52.60 | 11.22 |
| Go to the zoo | 152 | 108 | 70 | 42 | 56 | 85.60 | 44.53 |
| Total time | 823 | 400 | 393 | 307 | 389 | 462.40 | 205.11 |
Figure 5Game task completion times per game and per user.
Cognitive load evaluation based on NASA-TLX.
| Mental demand | 4.00 | 3.74 |
| Physical demand | 3.60 | 1.82 |
| Temporal demand | 1.80 | 0.84 |
| Performance | 8.80 | 0.84 |
| Effort | 2.20 | 1.30 |
| Frustration | 1.20 | 0.45 |
Figure 6Refined interfaces of My calendar and Shopping in the market.