Literature DB >> 32213474

Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.

Najmeh Khalili-Mahani1,2, Atousa Assadi1, Kate Li1, Mahsa Mirgholami1, Marie-Eve Rivard1, Habib Benali1, Kim Sawchuk3, Bob De Schutter4.   

Abstract

BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.
OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.
METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S1-BrainGame, S2-CarRace, and S3-Exergame). Each session included an identical sequence of activities (t1-Baseline, t2-Picture encode, t3-Play, t4-Stroop test, t5-Play, and t6-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire.
RESULTS: Session×activity effects were significant on all ambulatory measures (χ210>20; P<.001) other than cortisol (P=.37). Compared with S1 and S2, S3 was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S1, we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S3. The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (χ21>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group.
CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed. ©Najmeh Khalili-Mahani, Atousa Assadi, Kate Li, Mahsa Mirgholami, Marie-Eve Rivard, Habib Benali, Kim Sawchuk, Bob De Schutter. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.03.2020.

Entities:  

Keywords:  ICT; brain training games; cognitive training; exercise games; serious games; silver gaming; stress

Year:  2020        PMID: 32213474     DOI: 10.2196/12388

Source DB:  PubMed          Journal:  JMIR Ment Health        ISSN: 2368-7959


  3 in total

1.  Depressed Mood Prediction of Elderly People with a Wearable Band.

Authors:  Jinyoung Choi; Soomin Lee; Seonyoung Kim; Dongil Kim; Hyungshin Kim
Journal:  Sensors (Basel)       Date:  2022-05-31       Impact factor: 3.847

2.  What Media Helps, What Media Hurts: A Mixed Methods Survey Study of Coping with COVID-19 Using the Media Repertoire Framework and the Appraisal Theory of Stress.

Authors:  Amber Pahayahay; Najmeh Khalili-Mahani
Journal:  J Med Internet Res       Date:  2020-08-06       Impact factor: 5.428

3.  Toward a digital citizen lab for capturing data about alternative ways of self-managing chronic pain: An attitudinal user study.

Authors:  Najmeh Khalili-Mahani; Sandra Woods; Eileen Mary Holowka; Amber Pahayahay; Mathieu Roy
Journal:  Front Rehabil Sci       Date:  2022-08-15
  3 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.