Centro de Cirugía de Mínima Invasión Jesús Usón, Cáceres, Spain.
Robolab, FENTO, Universidad de Extremadura, Cáceres, Spain.
JMIR Aging. 2024 Apr 4;7:e41437. doi: 10.2196/41437.
Cognitive stimulation of older people helps prevent, and even treat, age-related diseases, such as mild cognitive impairment. Playing games reduces the probability of experiencing this pathology, which is related to the loss of the ability to carry out some instrumental activities of daily living.
This work describes the design and development of a serious game for the cognitive stimulation of older people, with exercises related to the daily life task of shopping. A pilot study for its preliminary usability validation is also presented.
The designed serious game includes 4 exercises consisting of shopping in a hypermarket, ordering products, making payments, and organizing the purchase, thus dealing with the most frequent cognitive problems of older people associated with episodic declarative memory, naming, calculation, and organization, respectively.
A total of 19 older people participated in the pilot study for the usability validation of the serious game. They indicated that they like the aesthetic and interesting topic of the game. They reported that it provides a high level of entertainment and could be useful in daily life for mental stimulation. The participants found the serious game to be intuitive, but the ease of use and readability of the instructions could be improved.
This study suggests that the innovative serious game developed could be accepted by older people for their cognitive stimulation to prevent or treat mild cognitive impairment, although a long-term intervention study should be performed as future work. Its ecological validity design, with everyday tasks, adaptable levels of difficulty, and motivational mechanisms, is a differentiating factor compared to similar serious games.
认知刺激可以帮助老年人预防甚至治疗与年龄相关的疾病,如轻度认知障碍。玩游戏可以降低出现这种病理的概率,这种病理与执行某些日常生活工具性活动的能力丧失有关。
本研究旨在设计和开发一款针对老年人认知刺激的严肃游戏,其练习与购物这一日常生活任务相关。本文还介绍了针对其初步可用性验证的一项试点研究。
所设计的严肃游戏包含 4 个练习,分别涉及在超市购物、订购产品、付款和整理购买物品,因此涉及到与老年人最常见的认知问题相关的情景性陈述性记忆、命名、计算和组织能力。
共有 19 名老年人参与了该严肃游戏的可用性验证试点研究。他们表示喜欢游戏的美学和有趣主题。他们报告称,游戏提供了很高的娱乐性,并且在日常生活中可能对刺激大脑有用。参与者认为游戏直观,但可以改进指令的易用性和可读性。
本研究表明,所开发的创新严肃游戏可能会被老年人接受,用于认知刺激,以预防或治疗轻度认知障碍,尽管未来应进行长期干预研究。与类似的严肃游戏相比,其具有日常任务、可适应的难度级别和激励机制的生态有效性设计是一个区别因素。