Acceptability of a custom-designed game, CityQuest, aimed at improving balance confidence and spatial cognition in fall-prone and healthy older adults

Acceptability of a custom-designed game, CityQuest, aimed at improving balance confidence and spatial cognition in fall-prone and healthy older adults
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DOI:
10.1080/0144929x.2018.1462402
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发表时间:
2018-04
影响因子:
3.7
通讯作者:
N. Merriman;E. Roudaia;Matteo Romagnoli;I. Orvieto;F. Newell
N. Merriman;E. Roudaia;Matteo Romagnoli;I. Orvieto;F. Newell
中科院分区:
管理学4区
文献类型:
--
作者:
N. Merriman;E. Roudaia;Matteo Romagnoli;I. Orvieto;F. Newell

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摘要虚拟现实或视频游戏作为低成本和有效的干预措施,在改善老年人的平衡和认知功能方面显示出巨大的潜力。本研究描述了一个严重的游戏(CityQuest)的设计和可接受性,旨在提高平衡信心,空间导航,并在老年人的感知功能,使用虚拟环境和平衡板。社区居住的健康(N = 28)和容易跌倒(N = 28)的老年人被伪随机分配到训练与CityQuest或两个控制游戏之一,以评估具体的影响CityQuest游戏。在完成10个训练课程后,参与者完成了问卷调查,测量他们对游戏作为跌倒相关干预的可接受性,游戏体验以及与游戏相关的主观认知或平衡信心变化。结果显示,在所有三种游戏条件下,游戏的接受度都很高,游戏体验也很积极。与健康的老年人相比,有福尔斯倾向的老年人报告说,训练后对跌倒的恐惧减少得更多,警惕性提高得更多。这些研究结果表明,基于VR技术的严肃游戏,训练运动和认知过程,被认为是有益的,并且对健康和容易摔倒的老年人来说是可以接受的。
ABSTRACT Virtual reality or video games show great potential as low-cost and effective interventions for improving balance and cognitive function in older adults. This research describes the design and acceptability of a serious game (CityQuest) aimed at improving balance confidence, spatial navigation, and perceptual function in older adults with the use of a virtual environment and a balance board. Community-dwelling healthy (N = 28) and fall-prone (N = 28) older adults were pseudo-randomly assigned to train with CityQuest or one of two control games developed to evaluate the specific effects of the CityQuest game. Following completion of 10 training sessions, participants completed questionnaires measuring their acceptability of the game as a falls-related intervention, game experience, and subjective cognitive or balance confidence changes associated with the game. The results revealed high acceptance scores of the game and positive game experiences for all three game conditions. Older adults prone to falls reported a greater reduction in fear of falling and greater improvement in vigilance following training, compared to healthy older adults. These findings suggest that a serious game based on VR technology that trains both motor and cognitive processes is perceived to be beneficial and acceptable to healthy and fall-prone older adults.