Abstract:The objective of this paper is to understand the perception that younger elderly persons have towards the usefulness of playing Xbox Kinect video games as an assistive technology that is designed to maintain their cognitive abilities. Available literature highlights two kinds of assistive technologies; the first being Supportive Technologies that provide aid for already-declined functional abilities (such as hearing aids), and the second being Empowering Technologies that maintain functional abilities which ha… Show more
“…The results demonstrate that this can be achieved in a number of ways, including rewards, achievements, and competitive play with family and friends. This has parallels with the findings of Talaei-Khoei and Daniel [ 12 ], who found that their participants were motivated to improve their memory age as they experienced with a sense of achievement and reward. This study also found that participants wanted an extra level of socialization within the app through a virtual competition with friends to share scores and achievements.…”
Section: Discussionsupporting
confidence: 86%
“…The findings from this study demonstrate that even with this knowledge, changing health behaviors is challenging and often unsuccessful [ 16 ]. It is therefore critical to adopt the proposals of Talaei-Khoei and Daniel [ 12 ] and employ qualitative methods, as in this study, to focus specifically on why end users would find a training game to be useful and adopt it.…”
Section: Discussionmentioning
confidence: 99%
“…One study used a qualitative methodology to investigate older adults’ perceptions of playing the Xbox Kinect game Dr. Kawashima’s Brain Training as a way of maintaining their cognition through intellectual exercise [ 12 ]. As previously suggested to ensure that a game is successfully adopted by the intended user group, the design should be appropriate to engage the specific population.…”
Section: Introductionmentioning
confidence: 99%
“…As previously suggested to ensure that a game is successfully adopted by the intended user group, the design should be appropriate to engage the specific population. Talaei-Khoei and Daniel [ 12 ] attribute this to a perceived transfer effect.…”
Background
Multiple gaming apps exist under the dementia umbrella for skills such as navigation; however, an app to specifically investigate the role of hearing loss in the process of cognitive decline is yet to be designed. There is a demonstrable gap in the utilization of games to further the knowledge of the potential relationship between hearing loss and dementia.
Objective
This study aims to identify the needs, facilitators, and barriers in designing a novel auditory-cognitive training gaming app.
Methods
A participatory design approach was used to engage key stakeholders across audiology and cognitive disorder specialties. Two rounds, including paired semistructured interviews and focus groups, were completed and thematically analyzed.
Results
A total of 18 stakeholders participated, and 6 themes were identified to inform the next stage of app development. These included congruence with hobbies, life getting in the way, motivational challenge, accessibility, addictive competition, and realism.
Conclusions
The findings can now be implemented in the development of the app. The app will be evaluated against outcome measures of speech listening in noise, cognitive and attentional tasks, quality of life, and usability.
“…The results demonstrate that this can be achieved in a number of ways, including rewards, achievements, and competitive play with family and friends. This has parallels with the findings of Talaei-Khoei and Daniel [ 12 ], who found that their participants were motivated to improve their memory age as they experienced with a sense of achievement and reward. This study also found that participants wanted an extra level of socialization within the app through a virtual competition with friends to share scores and achievements.…”
Section: Discussionsupporting
confidence: 86%
“…The findings from this study demonstrate that even with this knowledge, changing health behaviors is challenging and often unsuccessful [ 16 ]. It is therefore critical to adopt the proposals of Talaei-Khoei and Daniel [ 12 ] and employ qualitative methods, as in this study, to focus specifically on why end users would find a training game to be useful and adopt it.…”
Section: Discussionmentioning
confidence: 99%
“…One study used a qualitative methodology to investigate older adults’ perceptions of playing the Xbox Kinect game Dr. Kawashima’s Brain Training as a way of maintaining their cognition through intellectual exercise [ 12 ]. As previously suggested to ensure that a game is successfully adopted by the intended user group, the design should be appropriate to engage the specific population.…”
Section: Introductionmentioning
confidence: 99%
“…As previously suggested to ensure that a game is successfully adopted by the intended user group, the design should be appropriate to engage the specific population. Talaei-Khoei and Daniel [ 12 ] attribute this to a perceived transfer effect.…”
Background
Multiple gaming apps exist under the dementia umbrella for skills such as navigation; however, an app to specifically investigate the role of hearing loss in the process of cognitive decline is yet to be designed. There is a demonstrable gap in the utilization of games to further the knowledge of the potential relationship between hearing loss and dementia.
Objective
This study aims to identify the needs, facilitators, and barriers in designing a novel auditory-cognitive training gaming app.
Methods
A participatory design approach was used to engage key stakeholders across audiology and cognitive disorder specialties. Two rounds, including paired semistructured interviews and focus groups, were completed and thematically analyzed.
Results
A total of 18 stakeholders participated, and 6 themes were identified to inform the next stage of app development. These included congruence with hobbies, life getting in the way, motivational challenge, accessibility, addictive competition, and realism.
Conclusions
The findings can now be implemented in the development of the app. The app will be evaluated against outcome measures of speech listening in noise, cognitive and attentional tasks, quality of life, and usability.
“…In recent years, there has also been a growing body of research on the use of games to assess and train cognitive abilities in a variety of ways [38][39][40][41][42]. Specialized and standardized therapeutic applications of video gaming may help people with EF deficits to maintain cognitive functions [43].…”
There is mixed evidence regarding whether video games affect executive function. The inconsistent results in this area may have to do with researchers’ conceptualizations of executive function as a unified construct or as a set of independent skills. In the current study, 120 university students were randomly assigned to play a video game or to watch a screen record of the video game. They then completed a series of behavioral tasks to assess the shifting, updating and inhibiting subcomponents of executive function. Scores on these tasks were also used as indicators of a component-general latent variable. Results based on analysis of covariance showed that, as predicted, the inhibition subcomponent, but not the updating or the shifting subcomponent, was significantly enhanced after gaming. The component-general executive function was not enhanced after gaming once the results were controlled for other subcomponents. The results were unrelated to participants’ self-reported positive and negative affect. The findings add key evidence to the literature on executive function and potentially contribute to the therapeutic use of video games to maintain executive function in the aged population.
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