Evidence map›Paper›PMID 33315015›Full record

ArticleJMIR serious games2020

A Cognitive-Based Board Game With Augmented Reality for Older Adults: Development and Usability Study.

Yen-Fu Chen, Sylvia Janicki

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

2 authors.

Yen-Fu ChenDepartment of Media Design, Tatung University, Taipei, Taiwan.ORCID https://orcid.org/0000-0002-1884-2447
Sylvia JanickiDepartment of Media Design, Tatung University, Taipei, Taiwan.ORCID https://orcid.org/0000-0001-8369-5650

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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.

Indexed as

augmented realityboard gamecognitive-basedcognitive healtholder adultsserious game

Identifiers

PMID33315015
PMCPMC7769693

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.