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. 2022 Jul 14;10(3):e38465.
doi: 10.2196/38465.

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

Affiliations

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

Chien-Hsiang Chang et al. JMIR Serious Games. .

Abstract

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) (t28=-4.62, P<.001). Furthermore, the ISGR individual item scores of "Willingness to Use" (t28=-8.27, P<.001), "Easy to Use" (t28=-3.17, P<.001), "System Integration" (t28=-5.07, P<.001), and "Easy to Learn" (t28=-2.81, P<.001) were better than TCRR. The somatosensory game was easier to learn and master for females than for males (t13=2.71, P=.02). Besides, the ISGR was easier to use (t12=-2.50, P=.02) and learn (t14=-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.

Keywords: card recognition rehabilitation; dementia; elderly; gesture recognition; interactive somatosensory game; usability.

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Conflict of interest statement

Conflicts of Interest: None declared.

Figures

Figure 1
Figure 1
Areas of the hands linked to different brain functions.
Figure 2
Figure 2
Arrangements of nostalgic objects in the Geriatrics Center of the National Cheng Kung University Hospital.
Figure 3
Figure 3
Recognition of hand orientation by the leap motion device.
Figure 4
Figure 4
Traditional Taiwanese grocery stores in the 1960s.
Figure 5
Figure 5
Movie posters in Taiwan in the 1960s designed by Chang.
Figure 6
Figure 6
Description of the game interface design.
Figure 7
Figure 7
Process of the game developed in this study.
Figure 8
Figure 8
Game operation. (A) Watch the number of the topmost row of blocks when a block falls; (B) change the number of randomly falling blocks through digital gestures; (C) control the movement of the block by swinging the hands left and right.
Figure 9
Figure 9
Experimental location.
Figure 10
Figure 10
Experiment flow chart. The experiment starts with a (A) TCRR, followed by (B) ISGR. ISGR: interactive somatosensory game rehabilitation; SUS: System Usability Scale; TCRR: traditional card recognition rehabilitation.
Figure 11
Figure 11
Traditional card recognition rehabilitation.

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