Department of Computer Science, Brunel University London, Uxbridge, UB8 3PH, UK.
Faculty of Health and Social Care, London South Bank University, London, SE1 0AA, UK.
BMC Med Inform Decis Mak. 2019 Apr 16;19(1):85. doi: 10.1186/s12911-019-0808-x.
Falls are the main cause of death and injury for older adults in the UK. Many of these falls occur within the home as a result of extrinsic falls risk factors such as poor lighting, loose/uneven flooring, and clutter. Falls education plays an important role in self-management education about extrinsic hazards and is typically delivered via information leaflets, falls apps, and educational booklets. Serious games have the potential of delivering an engaging and informative alternative to traditional methods but almost exclusively, these are currently delivered as exergaming applications that focus solely on intrinsic falls risk factors. This study presents 'Falls Sensei' a first-person 3D exploration game that aims to educate older adults about extrinsic falls risk factors within the home environment. After presenting Falls Sensei, game usability and older adults' perceptions and attitudes towards using the game in practice are explored.
This study involved 15 community dwelling older adults. After playing the Falls Sensei game, participants completed a Systems Usability Scale (SUS) questionnaire and post task interview, and follow-up interviews three weeks later. Inductive and deductive thematic template analysis, informed by the Unified Theory of Acceptance and Use of Technology model, was used to analyse the think-aloud, post-task and follow-up interview transcripts. Descriptive statistical analysis and one-sampled t-tests were used to analyse log-file data and SUS responses.
Three high-level themes emerged from the analysis of transcriptions: Performance Expectancy; Effort Expectancy; Social Influence. The SUS score was 77.5/100 which indicates 'Good' levels of usability. Interestingly, reported usability of the game increased with participant age. Participants were positive about the usability of the game (p < = 0.05 for 9/10 items). The most memorable fall hazards were those most commonly encountered in the game or those most challenging to participants.
The results support the use of serious games as an engaging tool for educating older adults about extrinsic falls risk factors. Awareness of home hazard detection was raised by the game, and some older adults became more aware for the need to adapt their own homes after gameplay. Further research would be needed to draw comparisons with established interventions.
在英国,老年人跌倒导致的死亡和伤害是主要原因。其中许多跌倒发生在家里,是由于外部跌倒风险因素,如照明不佳、地面松动/不平坦和杂物。跌倒教育在关于外部危险的自我管理教育中起着重要作用,通常通过信息传单、跌倒应用程序和教育小册子来提供。严肃游戏有提供一种引人入胜且内容丰富的替代传统方法的潜力,但几乎完全局限于目前仅专注于内在跌倒风险因素的健身游戏应用程序。本研究提出了“跌倒大师”,这是一款第一人称 3D 探索游戏,旨在教育老年人了解家庭环境中的外部跌倒风险因素。在介绍了“跌倒大师”之后,研究人员探讨了游戏的可用性以及老年人对实际使用游戏的看法和态度。
这项研究涉及 15 名居住在社区的老年人。在玩过“跌倒大师”游戏后,参与者完成了系统可用性量表(SUS)问卷和任务后访谈,并在三周后进行了后续访谈。使用启发式和演绎主题模板分析,以统一接受和使用技术模型为指导,分析了思维 aloud、任务后和后续访谈的转录本。使用描述性统计分析和单样本 t 检验分析日志文件数据和 SUS 响应。
从转录本分析中出现了三个高级主题:绩效期望;努力期望;社会影响。SUS 得分为 77.5/100,表明可用性处于“良好”水平。有趣的是,参与者年龄越大,报告的游戏可用性越高。参与者对游戏的可用性持肯定态度(p<=0.05,适用于 10 个项目中的 9 个)。最令人难忘的跌倒危险是那些在游戏中最常见的或对参与者最具挑战性的危险。
研究结果支持使用严肃游戏作为一种引人入胜的工具,用于教育老年人关于外部跌倒风险因素。游戏提高了对家庭危险检测的认识,一些老年人在游戏后更加意识到需要调整自己的家庭环境。还需要进一步的研究来与既定的干预措施进行比较。