ArticleJMIR serious games2022
Interactive Somatosensory Games in Rehabilitation Training for Older Adults With Mild Cognitive Impairment: Usability Study.
Article in JMIR serious games, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 3 of them syntheses that pooled it.
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Who cites it
11 citing papers in PubMed, 3 syntheses or guidelines pooled it, 32 citations in OpenAlex.
- Effectiveness of Interactive Remote Rehabilitation After Total Knee Arthroplasty: Systematic Review and Meta-Analysis of Randomized Controlled Trials.Journal of medical Internet research · 2026Pooled it
- Optimal dose and type of exercise to improve cognitive function in patients with mild cognitive impairment: a systematic review and network meta-analysis of RCTs.Frontiers in psychiatry · 2024Pooled it
- Exergames improve cognitive function in older adults and their possible mechanisms: A systematic review.Journal of global health · 2023Pooled it
- Digital Health Technologies Applied in Patients With Early Cognitive Change: Scoping Review.Journal of medical Internet research · 2025Article
- Examining Technology Perspectives of Older Adults With Mild Cognitive Impairment: Scoping Review.JMIR aging · 2025Article
- The Usability and Effect of a Novel Intelligent Rehabilitation Exergame System on Quality of Life in Frail Older Adults: Prospective Cohort Study.JMIR serious games · 2025Article
- Dementia and Video Games: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2024Review
- A Virtual Reality Serious Game for the Rehabilitation of Hand and Finger Function: Iterative Development and Suitability Study.JMIR serious games · 2024Article
- Effects of a Gamified Agent-Based System for Personalized Elderly Care: Pilot Usability Study.JMIR serious games · 2023Article
- A novel smart somatosensory wearable assistive device for older adults' home rehabilitation during the COVID-19 pandemic.Frontiers in public health · 2023Article
- Exergaming and Cognitive Function Research: A Bibliometric Visualization Analysis Using CiteSpace.Inquiry : a journal of medical care organization, provision and financingReview
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 3 institutions in 2 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIn 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.
objectiveIn 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.
methodsA 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.
resultsThe 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) (t
conclusionsRegardless 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.
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