首页> 外文会议>International Conference on Human Aspects of IT for the Aged Population;International Conference on Human-Computer Interaction >Older Adults' Perceptions of Video Game Training in the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) Clinical Trial: An Exploratory Analysis
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Older Adults' Perceptions of Video Game Training in the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) Clinical Trial: An Exploratory Analysis

机译:老年人对视频游戏培训的干预感知对成人认知培训(ICE-ACT)临床试验的比较有效性:探索性分析

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Video game-based interventions have been increasingly explored as a means to prevent or reverse age-related declines in attention, executive control, memory, and processing speed. Further, the gamification of interventions aimed at improving mental and physical health, and encouraging healthy behaviors, holds promise with respect to promoting intervention engagement and adherence. Successful implementation of game-based and gamified interventions depends on the ability to design games that older adults are willing and able to play, which ultimately depends on understanding the game preferences of older adults, and the challenges and barriers to video gameplay. To explore these issues, this paper presents data collected from U.S. participants as part of the Intervention Comparative Effectiveness for Adult Cognitive Training (ICE-ACT) clinical trial. This trial aimed to understand the impact of various interventions on cognition and everyday task performance. Three intervention arms involved video game play: BrainHQ training (gamified cognitive training), Rise of Nations training (commercial complex real-time strategy game), and a control group that played Sudoku, crossword, and word search computer programs. After each game session, participants rated their game experience and provided comments in a game diary. This paper presents analyses of these diary data. The largest differences observed were between attitudes toward the control games and Rise of Nations. Control games were strongly preferred and were perceived as more motivating compared to Rise of Nations, and there was a trend for Rise of Nations to be perceived as more frustrating than BrainHQ. The observed preference for puzzle games, and an aversion for the violent and complex content of Rise Nations, is consistent with previous survey and focus group data of older adults' game preferences. Results have implications for designing game-based and gamified interventions for older adults that will encourage enjoyment, engagement, and adherence.
机译:基于视频游戏的干预已被越来越多地探索为预防或逆转与年龄相关的注意力,执行控制,记忆和处理速度下降的一种手段。此外,旨在改善心理和身体健康并鼓励健康行为的干预措施的游戏化,在促进干预措施的参与和依从性方面具有前途。基于游戏和游戏干预的成功实施取决于设计老年人愿意且能够玩的游戏的能力,这最终取决于了解老年人的游戏偏好以及视频游戏的挑战和障碍。为了探讨这些问题,本文介绍了从美国参与者那里收集的数据,作为成人认知训练干预比较有效性(ICE-ACT)临床试验的一部分。该试验旨在了解各种干预措施对认知和日常任务绩效的影响。涉及视频游戏的三个干预部门:BrainHQ培训(游戏化的认知培训),Rise of Nations培训(商业复杂实时策略游戏)和一个玩Sudoku,填字游戏和单词搜索计算机程序的对照组。在每个游戏环节之后,参与者对他们的游戏体验进行评分,并在游戏日记中提供评论。本文介绍了这些日记数据的分析。观察到的最大差异是对控制游戏的态度与国家崛起之间的差异。与“国家崛起”相比,控制游戏极受青睐,并被认为更具激励性,并且有一种趋势是,人们认为“国家崛起”比BrainHQ更令人沮丧。观察到的对益智游戏的偏爱,以及对崛起国家的暴力和复杂内容的厌恶,与先前对老年人游戏偏爱的调查和焦点小组数据一致。结果对设计针对老年人的基于游戏的游戏化干预措施具有重要意义,这些干预措施将鼓励人们享受,参与和坚持。

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