| Literature DB >> 32234703 |
Philipp Brauner1, Martina Ziefle1.
Abstract
BACKGROUND: Many societies are facing demographic changes that challenge the viability of health and welfare systems. Serious games for health care and ambient assisted living (AAL) offer health benefits and support for older adults and may mitigate some of the negative effects of the demographic shift.Entities:
Keywords: ambient assisted living; exercise game; health care; pain; serious games; technology acceptance
Year: 2020 PMID: 32234703 PMCID: PMC7160710 DOI: 10.2196/14182
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Two players of the first game prototype in a doctor’s office grabbing an apple (left) and bending for a banana (right).
Figure 2Player interacting with the exercise game in the ambient assisted living environment.
Figure 3Experimental framework for evaluating the impact and usability of both game prototypes.
Figure 4The influence of age on performance in both games across the three investigated levels. Left: Outside the ambient assisted living (AAL) environment. Right: Inside the AAL environment. Error bars indicate the 95% CI.
Significant correlations between user factors and average performance.
| Factor | Performance in game 1 | Performance in game 2 |
| Age | −0.564 | −0.710 |
| Gender | —a | −0.354 |
| Self-efficacy in interacting with technology | 0.489 | 0.562 |
| Need for achievement | 0.227 | 0.314 |
| Gaming frequency | 0.459 | 0.552 |
| Chronic illness | — | −0.382 |
aA value was calculated but not presented due to missing significance.
Regression table for the dependent variable performance in the first game (outside the ambient assisted living environment; n=71; r2=0.507; variance inflation ≤1.927).
| Factor | B | SE | Beta | ||
| (Constant) | 19.534 | 3.823 | N/Aa | 5.110 | <.001 |
| Age (years) | −0.102 | 0.024 | −.521 | −4.172 | <.001 |
| Gender | −1.501 | 0.807 | −.182 | −1.860 | .07 |
| Chronic illness | 0.697 | 0.897 | .073 | 0.777 | .44 |
| Self-efficacy in interacting with technology | 0.314 | 0.489 | .072 | 0.642 | .52 |
| Need for achievement | −0.848 | 0.694 | −.115 | −1.223 | .23 |
| Gaming frequency | 0.976 | 0.602 | .181 | 1.622 | .11 |
aNot applicable.
Regression table for the dependent variable performance in the second game (in the ambient assisted living environment; n=64; r2=0.662; variance inflation ≤2.182).
| Factor | B | SE | Beta | ||
| (Constant) | 25.248 | 3.166 | N/Aa | 7.976 | <.001 |
| Age (years) | −0.157 | 0.031 | −.608 | −5.062 | <.001 |
| Gender | −2.698 | 0.872 | −.271 | −3.095 | .003 |
| Chronic illness | 0.477 | 1.139 | .041 | 0.419 | .68 |
| Self-efficacy in interacting with technology | 0.018 | 0.444 | .005 | 0.040 | .97 |
| Need for achievement | 1.125 | 0.411 | .248 | 2.737 | .009 |
| Gaming frequency | 0.671 | 0.709 | .109 | 0.947 | .35 |
aNot applicable.
Figure 5Pain-mitigating effect of both exercise games (left: outside AAL lab; right: inside AAL lab) before and after the game for younger and older participants. Error bars indicate the 95% CI. AAL: ambient assisted living.
Figure 6Usability evaluation of the first game prototype (outside the ambient assisted living environment) by age group. Error bars indicate the 95% CI.
Figure 7Usability evaluation of the second game prototype (in the ambient assisted living environment) by age group. Error bars indicate the 95% CI.