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Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study

BACKGROUND: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and...

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Autores principales: Chang, Chien-Hsiang, Yeh, Chung-Hsing, Chang, Chien-Cheng, Lin, Yang-Cheng
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9335175/
https://www.ncbi.nlm.nih.gov/pubmed/35834303
http://dx.doi.org/10.2196/38465
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author Chang, Chien-Hsiang
Yeh, Chung-Hsing
Chang, Chien-Cheng
Lin, Yang-Cheng
author_facet Chang, Chien-Hsiang
Yeh, Chung-Hsing
Chang, Chien-Cheng
Lin, Yang-Cheng
author_sort Chang, Chien-Hsiang
collection PubMed
description BACKGROUND: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and the social structure and medical system. OBJECTIVE: In elderly dementia, traditional card recognition rehabilitation (TCRR) does not effectively increase one’s autonomy. Therefore, from the usability perspective, we used the Tetris game as a reference to develop an interactive somatosensory game rehabilitation (ISGR) with nostalgic style for elders with mild cognitive impairment (MCI). Through intuitive gesture-controlled interactive games, we evaluated subjective feelings concerning somatosensory game integration into rehabilitation to explore whether the ISGR could improve the willingness to use and motivation for rehabilitation among elders with MCI. METHODS: A total of 15 elders with MCI (7 males and 8 females with an average age of 78.4 years) underwent 2 experiments for 15 minutes. During experiment 1, TCRR was performed, followed by completing the questionnaire of the System Usability Scale (SUS). After 3-5 minutes, the second experiment (the ISGR) was conducted, followed by completing another SUS. We used SUS to explore differences in impacts of TCRR and ISGR on willingness to use among elders with MCI. In addition, we further investigated whether the factor of gender or prior rehabilitation experience would affect the rehabilitation willingness or not. RESULTS: The novel ISGR made the elderly feel interested and improved their willingness for continuous rehabilitation. According to the overall SUS score, the ISGR had better overall usability performance (73.7) than the TCRR (58.0) (t(28)=–4.62, P<.001). Furthermore, the ISGR individual item scores of “Willingness to Use” (t(28)=–8.27, P<.001), “Easy to Use” (t(28)=–3.17, P<.001), “System Integration” (t(28)=–5.07, P<.001), and “Easy to Learn” (t(28)=–2.81, P<.001) were better than TCRR. The somatosensory game was easier to learn and master for females than for males (t(13)=2.71, P=.02). Besides, the ISGR was easier to use (t(12)=–2.50, P=.02) and learn (t(14)=–3.33, P<.001) for those without prior rehabilitation experience. The result indicates that for elders with no rehabilitation experience ISGR was easier to use and simpler to learn than TCRR. CONCLUSIONS: Regardless of prior rehabilitation experience, the ISGR developed in this study was easy to learn and effective in continuously improving willingness to use. Furthermore, the adoption of a nostalgic game design style served the function of cognitive training and escalated interest in rehabilitation. The ISGR also improved user stickiness by introducing different game scenarios and difficulties, increasing long-term interest and motivation for rehabilitation. For future research on the adoption of interactive somatosensory games in rehabilitation, additional rehabilitation movements can be developed to benefit the elderly with MCI.
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spelling pubmed-93351752022-07-30 Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study Chang, Chien-Hsiang Yeh, Chung-Hsing Chang, Chien-Cheng Lin, Yang-Cheng JMIR Serious Games Original Paper BACKGROUND: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and the social structure and medical system. OBJECTIVE: In elderly dementia, traditional card recognition rehabilitation (TCRR) does not effectively increase one’s autonomy. Therefore, from the usability perspective, we used the Tetris game as a reference to develop an interactive somatosensory game rehabilitation (ISGR) with nostalgic style for elders with mild cognitive impairment (MCI). Through intuitive gesture-controlled interactive games, we evaluated subjective feelings concerning somatosensory game integration into rehabilitation to explore whether the ISGR could improve the willingness to use and motivation for rehabilitation among elders with MCI. METHODS: A total of 15 elders with MCI (7 males and 8 females with an average age of 78.4 years) underwent 2 experiments for 15 minutes. During experiment 1, TCRR was performed, followed by completing the questionnaire of the System Usability Scale (SUS). After 3-5 minutes, the second experiment (the ISGR) was conducted, followed by completing another SUS. We used SUS to explore differences in impacts of TCRR and ISGR on willingness to use among elders with MCI. In addition, we further investigated whether the factor of gender or prior rehabilitation experience would affect the rehabilitation willingness or not. RESULTS: The novel ISGR made the elderly feel interested and improved their willingness for continuous rehabilitation. According to the overall SUS score, the ISGR had better overall usability performance (73.7) than the TCRR (58.0) (t(28)=–4.62, P<.001). Furthermore, the ISGR individual item scores of “Willingness to Use” (t(28)=–8.27, P<.001), “Easy to Use” (t(28)=–3.17, P<.001), “System Integration” (t(28)=–5.07, P<.001), and “Easy to Learn” (t(28)=–2.81, P<.001) were better than TCRR. The somatosensory game was easier to learn and master for females than for males (t(13)=2.71, P=.02). Besides, the ISGR was easier to use (t(12)=–2.50, P=.02) and learn (t(14)=–3.33, P<.001) for those without prior rehabilitation experience. The result indicates that for elders with no rehabilitation experience ISGR was easier to use and simpler to learn than TCRR. CONCLUSIONS: Regardless of prior rehabilitation experience, the ISGR developed in this study was easy to learn and effective in continuously improving willingness to use. Furthermore, the adoption of a nostalgic game design style served the function of cognitive training and escalated interest in rehabilitation. The ISGR also improved user stickiness by introducing different game scenarios and difficulties, increasing long-term interest and motivation for rehabilitation. For future research on the adoption of interactive somatosensory games in rehabilitation, additional rehabilitation movements can be developed to benefit the elderly with MCI. JMIR Publications 2022-07-14 /pmc/articles/PMC9335175/ /pubmed/35834303 http://dx.doi.org/10.2196/38465 Text en ©Chien-Hsiang Chang, Chung-Hsing Yeh, Chien-Cheng Chang, Yang-Cheng Lin. Originally published in JMIR Serious Games (https://games.jmir.org), 14.07.2022. 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 Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Chang, Chien-Hsiang
Yeh, Chung-Hsing
Chang, Chien-Cheng
Lin, Yang-Cheng
Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title_full Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title_fullStr Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title_full_unstemmed Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title_short Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study
title_sort interactive somatosensory games in rehabilitation training for older adults with mild cognitive impairment: usability study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9335175/
https://www.ncbi.nlm.nih.gov/pubmed/35834303
http://dx.doi.org/10.2196/38465
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