Game interventions have been demonstrated to have significant effects in terms of increasing treatment adherence and accessibility in the health profession. The use of game has a great therapeutic influence on the experience when doing recovery workouts. Due to its strengths, a game-based intervention model for elderly with memory disorder is proposed. The proposed model consists of both exogenous and instantaneous factors as its main components. Nine exogenous factors are attitude, emotion, skill, belief; support, attractive, fun, reminiscence, complexity. Six instantaneous factors are perceived focus, enjoyment, motivation, comfortability, perceived control, and boredom. To ensure its correctness, verification procedure has been carried out by using an expert review approach involving five experts from three different domains. Qualitative and quantitative feedbacks from the experts are used in refining the proposed model. Our works can be extended by incorporating other related theories to strengthen the model such as reminiscence and flow theories. The improved model is significant in providing a guideline of game-based intervention to other related domains. Our works are believed as effective in improving cognition among elderly, the interesting and positive findings can be attributed to the integration of digital game and psychotherapy for elderly, particularly those with memory disorder symptoms.
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