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Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study

BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants’ motivations to adopt these technologies. OB...

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Autores principales: Khalili-Mahani, Najmeh, Assadi, Atousa, Li, Kate, Mirgholami, Mahsa, Rivard, Marie-Eve, Benali, Habib, Sawchuk, Kim, De Schutter, Bob
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7146255/
https://www.ncbi.nlm.nih.gov/pubmed/32213474
http://dx.doi.org/10.2196/12388
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author Khalili-Mahani, Najmeh
Assadi, Atousa
Li, Kate
Mirgholami, Mahsa
Rivard, Marie-Eve
Benali, Habib
Sawchuk, Kim
De Schutter, Bob
author_facet Khalili-Mahani, Najmeh
Assadi, Atousa
Li, Kate
Mirgholami, Mahsa
Rivard, Marie-Eve
Benali, Habib
Sawchuk, Kim
De Schutter, Bob
author_sort Khalili-Mahani, Najmeh
collection PubMed
description BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants’ motivations to adopt these technologies. OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework. METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S(1)-BrainGame, S(2)-CarRace, and S(3)-Exergame). Each session included an identical sequence of activities (t(1)-Baseline, t(2)-Picture encode, t(3)-Play, t(4)-Stroop test, t(5)-Play, and t(6)-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire. RESULTS: Session×activity effects were significant on all ambulatory measures (χ(2)(10)>20; P<.001) other than cortisol (P=.37). Compared with S(1) and S(2), S(3) was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S(1), we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S(3). The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (χ(2)(1)>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group. CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.
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spelling pubmed-71462552020-04-21 Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study Khalili-Mahani, Najmeh Assadi, Atousa Li, Kate Mirgholami, Mahsa Rivard, Marie-Eve Benali, Habib Sawchuk, Kim De Schutter, Bob JMIR Ment Health Original Paper BACKGROUND: The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants’ motivations to adopt these technologies. OBJECTIVE: This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework. METHODS: A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S(1)-BrainGame, S(2)-CarRace, and S(3)-Exergame). Each session included an identical sequence of activities (t(1)-Baseline, t(2)-Picture encode, t(3)-Play, t(4)-Stroop test, t(5)-Play, and t(6)-Picture recall), a repeated sampling of salivary cortisol, and time-tagged ambulatory data from a wrist-worn device. Generalized estimating equations were used to investigate the effect of session×activity or session×activity×cognitive ability on physiology and cognitive performance. Scores derived from the Montreal Cognitive Assessment (MoCA) test were used to define cognitive ability (MoCA-high: MoCA>27, n=11/18). Kruskal-Wallis tests were used to test session or session×group effects on the scores of the postgame appraisal questionnaire. RESULTS: Session×activity effects were significant on all ambulatory measures (χ(2)(10)>20; P<.001) other than cortisol (P=.37). Compared with S(1) and S(2), S(3) was associated with approximately 10 bpm higher heart rate (P<.001) and approximately 5 muS higher electrodermal activity (P<.001), which were both independent of the movement caused by the exergame. Compared with S(1), we measured a moderate but statistically significant drop in the rate of hits in immediate recall and rate of delayed recall in S(3). The low-MoCA group did not differ from the high-MoCA group in general characteristics (age, general self-efficacy, and perceived stress) but was more likely to agree with statements such as digital games are too hard to learn. In addition, the low-MoCA group was more likely to dislike the gaming experience and find it useless, uninteresting, and visually more intense (χ(2)(1)>4; P<.04). Group differences in ambulatory signals did not reach statistical significance; however, the rate of cortisol decline with respect to the baseline was significantly larger in the low-MoCA group. CONCLUSIONS: Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed. JMIR Publications 2020-03-26 /pmc/articles/PMC7146255/ /pubmed/32213474 http://dx.doi.org/10.2196/12388 Text en ©Najmeh Khalili-Mahani, Atousa Assadi, Kate Li, Mahsa Mirgholami, Marie-Eve Rivard, Habib Benali, Kim Sawchuk, Bob De Schutter. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.03.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included.
spellingShingle Original Paper
Khalili-Mahani, Najmeh
Assadi, Atousa
Li, Kate
Mirgholami, Mahsa
Rivard, Marie-Eve
Benali, Habib
Sawchuk, Kim
De Schutter, Bob
Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title_full Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title_fullStr Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title_full_unstemmed Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title_short Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
title_sort reflective and reflexive stress responses of older adults to three gaming experiences in relation to their cognitive abilities: mixed methods crossover study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7146255/
https://www.ncbi.nlm.nih.gov/pubmed/32213474
http://dx.doi.org/10.2196/12388
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