Hooyman Andrew, Schaefer Sydney Y
School of Biological and Health Systems Engineering, Arizona State University, Tempe, AZ, USA.
Int J Serious Games. 2023 Jun 7;10(2):25-36. doi: 10.17083/ijsg.v10i2.598.
There have been recent advances in the application of online games that assess motor skill acquisition/learning and its relationship to age and biological sex, both of which are associated with dementia risk. While this online motor learning assessment (called Super G), along with other computer-based cognitive tests, was originally developed to be completed on a computer, many people (including older adults) have been shown to access the internet through a mobile device. Thus, to improve the generalizability of our online motor skill learning game, it must not only be compatible with mobile devices but also yield replicable effects of various participant characteristics on performance relative to the computer-based version. It is unknown if age and sex differentially affect game performance as a function of device type (keyboard versus touchscreen control). Thus, the purpose of this study was to investigate if device type modifies the established effects of age and sex on performance. Although there was a main effect of device on performance, this effect did not alter the overall relationship between performance vs. age or sex. This establishes that Super G can now effectively be extended to both computer and mobile platforms to further test for dementia risk factors.
最近,在评估运动技能习得/学习及其与年龄和生物性别的关系(这两者都与痴呆风险相关)的网络游戏应用方面取得了进展。虽然这种在线运动学习评估(称为Super G)以及其他基于计算机的认知测试最初是为在计算机上完成而开发的,但许多人(包括老年人)已被证明通过移动设备访问互联网。因此,为了提高我们在线运动技能学习游戏的通用性,它不仅必须与移动设备兼容,而且相对于基于计算机的版本,还必须产生各种参与者特征对表现的可复制影响。尚不清楚年龄和性别是否会根据设备类型(键盘与触摸屏控制)对游戏表现产生不同影响。因此,本研究的目的是调查设备类型是否会改变年龄和性别对表现的既定影响。虽然设备对表现有主效应,但这种效应并没有改变表现与年龄或性别之间的总体关系。这表明Super G现在可以有效地扩展到计算机和移动平台,以进一步测试痴呆风险因素。