ArticleJMIR serious games2020
A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
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Who cites it
7 citing papers in PubMed.
- Youth-Elder Co-Learning Model in Psychiatric Long-Term Care Education: Mixed Methods Evaluation of Communication and Empathy Outcomes.JMIR medical education · 2026Article
- Aging with board games: fostering well-being in the older population.Frontiers in psychology · 2024Article
- The Effects of a Beauty Program on Self-Perception of Aging and Depression among Community-Dwelling Older Adults in an Agricultural Area in Taiwan.Healthcare (Basel, Switzerland) · 2023Article
- Acceptability of a Health Care App With 3 User Interfaces for Older Adults and Their Caregivers: Design and Evaluation Study.JMIR human factors · 2023Article
- Augmented Reality Games and Presence: A Systematic Review.Journal of imaging · 2022Review
- The Effectiveness of a Thanks, Sorry, Love, and Farewell Board Game in Older People in Taiwan: A Quasi-Experimental Study.International journal of environmental research and public health · 2022Article
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Authors and funding
2 authors.
Funding
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Abstract
backgroundOlder adults in Taiwan are advised to adopt regular physical and social activities for the maintenance of their cognitive and physical health. Games offer a means of engaging older individuals in these activities. For this study, a collaborative cognitive-based board game, Nostalgic Seekers, was designed and developed with augmented reality technology to support cognitive engagement in older adults.
objectiveA user study of the board game was conducted to understand how the game facilitates communication, problem solving, and emotional response in older players and whether augmented reality is a suitable technology in game design for these players.
methodsA total of 23 participants aged 50 to 59 years were recruited to play and evaluate the game. In each session, participants' interactions were observed and recorded, then analyzed through Bales' interaction process analysis. Following each session, participants were interviewed to provide feedback on their experience.
resultsThe quantitative analysis results showed that the participants engaged in task-oriented communication more frequently than social-emotional communication during the game. In particular, there was a high number of answers relative to questions. The analysis also showed a significant positive correlation between task-oriented acts and the game score. Qualitative analysis indicated that participants found the experience of playing the game enjoyable, nostalgic objects triggered positive emotional responses, and augmented reality technology was widely accepted by participants and provided effective engagement in the game.
conclusionsNostalgic Seekers provided cognitive exercise and social engagement to players and demonstrated the positive potential of integrating augmented reality technology into cognitive-based games for older adults. Future game designs could explore strategies for regular and continuous engagement.
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