Research Article
Usability of serious games for the training of people with dementia
@ARTICLE{10.4108/eai.11-7-2019.159946, author={C.S. Dietlein and O.L. Bock}, title={Usability of serious games for the training of people with dementia}, journal={EAI Endorsed Transactions on Serious Games}, volume={6}, number={1}, publisher={EAI}, journal_a={SG}, year={2019}, month={9}, keywords={Training Games, Serious Games, Virtual Reality, Simulation}, doi={10.4108/eai.11-7-2019.159946} }
- C.S. Dietlein
O.L. Bock
Year: 2019
Usability of serious games for the training of people with dementia
SG
EAI
DOI: 10.4108/eai.11-7-2019.159946
Abstract
Dementia is a progressive syndrome affecting executive and motor functions. Serious gaming (SG) is an emerging treatment. However, its added benefit is difficult to establish since standardized usability evaluations are missing. We apply a recently developed observer-rated scale to determine the usability of two SG scenarios for people with dementia (PwD). Raters watched video recordings of a SG (MobiAssist) played by PwD and a virtual city through which healthy older adults walked. Raters completed the scale for both data sets and gave a prospective rating of VR city used by PwD. Usability was highest for MobiAssist, intermediate for VR city by healthy older persons, and lowest for the prospective rating of VR city used by PwD. The difference between the highest and the lowest data set was statistically significant with moderate magnitude but seems not substantial enough to exclude PwD from cognitively demanding training environments (e.g. VR city).
Copyright © 2019 C.S. Dietlein et al., licensed to EAI. This is an open access article distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/3.0/), which permits unlimited use, distribution and reproduction in any medium so long as the original work is properly cited.