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Accepted for/Published in: JMIR Serious Games

Date Submitted: Feb 10, 2021
Date Accepted: Sep 24, 2021

The final, peer-reviewed published version of this preprint can be found here:

An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

Kamnardsiri T, Phirom K, Boripuntakul S, Sungkarat S

An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

JMIR Serious Games 2021;9(4):e27848

DOI: 10.2196/27848

PMID: 34704953

PMCID: 8581754

Development and Usability Testing of an Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults

  • Teerawat Kamnardsiri; 
  • Kochaphan Phirom; 
  • Sirinun Boripuntakul; 
  • Somporn Sungkarat

ABSTRACT

Background:

Declines in physical and cognitive functions are recognized as important risk factors for falls in older adults. Promising evidence suggests that interactive game-based system which allows simultaneous physical-cognitive exercise is a potential approach to enhance exercise adherence and reduce fall risk in older adults. However, there have been a limited number of studies developing a combined physical-cognitive game-based training system for fall risk reduction in older adults.

Objective:

This study aimed to develop and evaluate the usability of an interactive physical-cognitive game-based training system (game-based exercise) for older adults.

Methods:

In the development (phase I), a game-based exercise prototype was created by integrating knowledge and literature review as well as brainstorming with experts related to effective fall prevention exercise for older adults. The output was a game-based exercise prototype that covers crucial physical and cognitive components related to falls. In the usability testing (phase II), five games (i.e. Fruits hunter, Where am I?, Whack a mole, Sky falls, and Crossing poison river) with three difficulty levels (i.e. beginner, intermediate, and advanced levels) were tested in five older adults (mean age 70.40 ± 5.41 years). After completing the games, participants rated their enjoyment level while engaging with the games using Physical Activity Enjoyment Scale (PACES) and commented on the games. Descriptive statistics were used to describe participant characteristics and the PACES scores.

Results:

The results showed that the average PACES score was 123 out of 126 points and was between 6.66 and 7.00 for each item, indicating a high level of enjoyment. Positive feedback such as well-designed interaction and friendly interfaces were also addressed.

Conclusions:

These findings suggest that it is promising to implement an interactive, physical-cognitive game-based exercise in older adults. The effectiveness of a game-based exercise program for fall risk reduction is yet to be further determined.


 Citation

Please cite as:

Kamnardsiri T, Phirom K, Boripuntakul S, Sungkarat S

An Interactive Physical-Cognitive Game-Based Training System Using Kinect for Older Adults: Development and Usability Study

JMIR Serious Games 2021;9(4):e27848

DOI: 10.2196/27848

PMID: 34704953

PMCID: 8581754

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