Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study.
ICT
brain training games
cognitive training
exercise games
serious games
silver gaming
stress
Journal
JMIR mental health
ISSN: 2368-7959
Titre abrégé: JMIR Ment Health
Pays: Canada
ID NLM: 101658926
Informations de publication
Date de publication:
26 Mar 2020
26 Mar 2020
Historique:
received:
21
03
2019
accepted:
19
12
2019
revised:
20
08
2019
entrez:
28
3
2020
pubmed:
28
3
2020
medline:
28
3
2020
Statut:
epublish
Résumé
The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies. This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework. A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S Session×activity effects were significant on all ambulatory measures (χ Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.
Sections du résumé
BACKGROUND
BACKGROUND
The gamification of digital health provisions for older adults (eg, for rehabilitation) is a growing trend; however, many older adults are not familiar with digital games. This lack of experience could cause stress and thus impede participants' motivations to adopt these technologies.
OBJECTIVE
OBJECTIVE
This crossover longitudinal multifactorial study aimed to examine the interactions between game difficulty, appraisal, cognitive ability, and physiological and cognitive responses that indicate game stress using the Affective Game Planning for Health Applications framework.
METHODS
METHODS
A total of 18 volunteers (mean age 71 years, SD 4.5; 12 women) completed a three-session study to evaluate different genres of games in increasing order of difficulty (S
RESULTS
RESULTS
Session×activity effects were significant on all ambulatory measures (χ
CONCLUSIONS
CONCLUSIONS
Our results show that the experience of playing digital games was not stressful for our participants. Comparatively, the neurophysiological effects of exergame were more pronounced in the low-MoCA group, suggesting greater potential of this genre of games for cognitive and physical stimulation by gamified interventions; however, the need for enjoyment of this type of challenging game must be addressed.
Identifiants
pubmed: 32213474
pii: v7i3e12388
doi: 10.2196/12388
pmc: PMC7146255
doi:
Types de publication
Journal Article
Langues
eng
Pagination
e12388Informations de copyright
©Najmeh Khalili-Mahani, Atousa Assadi, Kate Li, Mahsa Mirgholami, Marie-Eve Rivard, Habib Benali, Kim Sawchuk, Bob De Schutter. Originally published in JMIR Mental Health (http://mental.jmir.org), 26.03.2020.
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