Mantell Rhys, Hwang Ye In Jane, Dark Matthew, Radford Kylie, Kasumovic Michael, Monds Lauren, Schofield Peter W, Butler Tony, Withall Adrienne
School of Population Health, Faculty of Medicine and Health, University of New South Wales (UNSW), Sydney, Australia.
Ageing Futures Institute, University of New South Wales, Sydney, Australia.
JMIR Aging. 2025 Jun 11;8:e65252. doi: 10.2196/65252.
Game-based cognitive assessments (GBCAs) have the potential to transform the field of cognitive testing by enabling more effective screening of age-related cognitive decline. However, we lack a strong understanding of the usability and overall user experience of these games. This is a risk because the primary target users for GBCAs, older people, are seldom involved in game design research and development.
This study aims to address this gap by investigating the usability, acceptability, and enjoyability of GBCAs for older people.
This study followed established practices for undertaking evidence-based systematic reviews.
The initial database search returned 15,232 records. After a thorough screening process, 8 studies remained for extraction and analysis. A synthesis of the included papers identified 2 overlapping yet distinct areas of focus: system usability and subjective user experience. Usability scores were mostly positive across the studies included. However, in several of the game studies, older adults and those with cognitive impairment tended to find GBCAs less usable. This trend was observed even when the games were explicitly designed for these populations, and the tasks were simplistic and representative of basic daily activities. In our second focus area, user experience, we identified the importance of perceived challenge in mediating gameplay experience across groups. That is, generating the appropriate level of difficulty for each user is important for positive user experiences, specifically enjoyment.
On the basis of these findings, we identified key learnings for researchers interested in designing and developing GBCAs. These include (1) recognizing that validity is essential but not sufficient on its own; (2) clearly defining the intended user; (3) designing games that align with the unique preferences and needs of older people; and (4), whenever possible, providing each user with their optimal level of challenge.
PROSPERO CRD42023433298; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023433298.
基于游戏的认知评估(GBCAs)有潜力通过更有效地筛查与年龄相关的认知衰退来改变认知测试领域。然而,我们对这些游戏的可用性和整体用户体验缺乏深入了解。这是一个风险,因为GBCAs的主要目标用户是老年人,而他们很少参与游戏设计研发。
本研究旨在通过调查GBCAs对老年人的可用性、可接受性和趣味性来填补这一空白。
本研究遵循了进行循证系统评价的既定做法。
初步数据库检索返回15232条记录。经过全面筛选过程,剩下8项研究进行提取和分析。纳入论文的综合分析确定了两个重叠但不同的重点领域:系统可用性和主观用户体验。在所纳入的研究中,可用性得分大多为正面。然而,在一些游戏研究中,老年人和认知障碍者往往觉得GBCAs的可用性较低。即使游戏是专门为这些人群设计的,且任务简单并代表基本日常活动,这种趋势依然存在。在我们的第二个重点领域,即用户体验方面,我们确定了感知挑战在调节不同群体游戏体验中的重要性。也就是说,为每个用户生成适当的难度水平对于积极的用户体验,特别是趣味性而言非常重要。
基于这些发现,我们为有兴趣设计和开发GBCAs的研究人员确定了关键经验教训。这些包括:(1)认识到有效性至关重要,但仅凭其自身并不足够;(2)明确界定目标用户;(3)设计符合老年人独特偏好和需求的游戏;(4)尽可能为每个用户提供最佳挑战水平。
PROSPERO CRD42023433298;https://www.crd.york.ac.uk/PROSPERO/view/CRD42023433298 。