Kakoutopoulos Konstantinos, Drakakis Emmanouil, Papadopoulou Anastasia, Goumopoulos Christos
Information & Communication Systems Engineering Department, University of the Aegean, 83200 Samos, Greece.
Sensors (Basel). 2025 Mar 26;25(7):2081. doi: 10.3390/s25072081.
The aging population increases the need for accessible interventions for cognitive training of the elderly to preserve cognitive health. Serious games have been widely used for this purpose, with many existing applications leveraging virtual reality (VR) technology. In contrast, this study explores the potential of augmented reality (AR) for cognitive training. The literature review shows that cognitive training interventions typically employ supermarket-themed serious games that are used extensively in such interventions. MarketMind AR is a supermarket-themed serious game that was created to train memory, attention, and executive function using mobile phone sensors such as cameras, accelerometers, and gyroscopes to interact and recognize the environment. Fifteen older adults participated in a three-attempt trial and completed the System Usability Scale (SUS), the in-game Game Experience Questionnaire (iGEQ), and an adapted version of the Unified Theory of Acceptance and Use of Technology (UTAUT) questionnaires. Qualitative interviews and in-game data (e.g., completion times, PIN recall) were also examined. The results indicated that participants had a positive experience, confirming ease of use, immersive appeal, and perceived cognitive benefits, despite some difficulties with environment scanning and object detection. The results provide evidence that an AR supermarket game leveraging mobile sensors has the potential to be an effective cognitive training tool for older adults.
人口老龄化增加了对便于老年人进行认知训练以保持认知健康的干预措施的需求。严肃游戏已被广泛用于此目的,许多现有应用程序利用虚拟现实(VR)技术。相比之下,本研究探讨了增强现实(AR)用于认知训练的潜力。文献综述表明,认知训练干预措施通常采用超市主题的严肃游戏,这些游戏在这类干预中被广泛使用。MarketMind AR是一款以超市为主题的严肃游戏,旨在利用手机传感器(如摄像头、加速度计和陀螺仪)来训练记忆力、注意力和执行功能,以与环境进行交互和识别。15名老年人参与了一项进行三次尝试的试验,并完成了系统可用性量表(SUS)、游戏内游戏体验问卷(iGEQ)以及技术接受与使用统一理论(UTAUT)问卷的改编版。还对定性访谈和游戏内数据(如完成时间、密码回忆)进行了检查。结果表明,尽管在环境扫描和物体检测方面存在一些困难,但参与者有积极的体验,证实了其易用性、沉浸式吸引力和感知到的认知益处。结果提供了证据,表明一款利用移动传感器的AR超市游戏有潜力成为老年人有效的认知训练工具。