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传感器控制数字游戏的可用性测试,以吸引老年心力衰竭患者参与身体活动和体重监测。

Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.

机构信息

School of Nursing, The University of Texas, Austin, Texas, United States.

Department of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States.

出版信息

Appl Clin Inform. 2020 Oct;11(5):873-881. doi: 10.1055/s-0040-1721399. Epub 2020 Dec 30.

Abstract

BACKGROUND

Poor self-management of heart failure (HF) has contributed to poor health outcomes. Sensor-controlled digital games (SCDGs) integrates data from behavior-tracking sensors to trigger progress, rewards, content, and positive feedback in a digital game to motivate real-time behaviors.

OBJECTIVES

To assess the usability of an SCDG prototype over a week of game-playing among 10 older adults with HF in their homes.

METHODS

During initial play, participants' SCDG experiences were observed in their homes using a checklist based on the seven-item Serious Game User Evaluator (SeGUE) instrument. After a week of game-playing, participants completed a survey guided by the Intrinsic Motivation Inventory, to provide their perceptions of the SCDG's usability. Qualitative analysis via semistructured interview-derived themes on experiences playing the SCDG, perceptions regarding engaging with the SCDG, and any usability issues encountered.

RESULTS

Ten HF participants (50% women and 50% White) played the SCDG for an average of 6 out of 7 days. Nine found the SCDG to be interesting, satisfying, and easy to play. The average step count over a week was 4,117 steps (range: 967-9,892). Average adherence with weight monitoring was 5.9 days in a week. Qualitative analysis yielded outcomes regarding attitudes toward SCDG, and barriers and facilitators that influenced participants' engagement with the SCDG.

CONCLUSION

To the best of the authors' knowledge, this usability and feasibility study is the first to report an SCDG designed to improve HF self-management behaviors of older adults in their homes. Future research should consider several issues, such as user profiles, prior game-playing experiences, and network conditions most suitable for connected health interventions for older adults living in the community.

摘要

背景

心力衰竭(HF)自我管理不善导致健康状况不佳。传感器控制的数字游戏(SCDG)将行为跟踪传感器的数据集成到数字游戏中,以触发进度、奖励、内容和正面反馈,从而激励实时行为。

目的

评估 10 名在家中患有 HF 的老年人在一周的游戏时间内使用 SCDG 原型的可用性。

方法

在初始游戏期间,根据七项严肃游戏用户评估(SeGUE)工具的检查表,在参与者家中观察他们的 SCDG 体验。在一周的游戏时间后,参与者根据内在动机清单完成了一项调查,以提供他们对 SCDG 可用性的看法。通过半结构化访谈得出的主题对玩 SCDG 的经验、对参与 SCDG 的看法以及遇到的任何可用性问题进行定性分析。

结果

10 名 HF 参与者(50%为女性,50%为白人)平均每周玩 SCDG 6 天。9 人认为 SCDG 有趣、令人满意且易于玩。一周内的平均步数为 4117 步(范围:967-9892)。平均每周 5.9 天监测体重。定性分析得出了关于对 SCDG 的态度以及影响参与者参与 SCDG 的障碍和促进因素的结果。

结论

据作者所知,这项可用性和可行性研究是第一个报告旨在改善老年人在家中 HF 自我管理行为的 SCDG 的研究。未来的研究应考虑一些问题,例如用户资料、以前的游戏经验以及最适合社区中老年人的联网健康干预措施的网络条件。

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