The aim of this study is to investigate the usability of a newly designed and developed user-centered exergame in older adults with major neurocognitive disorder (dementia).
The aim of this study is to investigate the usability of a newly designed and developed user-centered exergame in older adults with major neurocognitive disorder (dementia). On one appointment, the participants will perform a user-centered exergame for about 30 minutes. The exergame will include specific cognitive and motor functions. As the difficulty of the training game is user-centered, the participants will always be challenged on an appropriate level. Stepping exercises will be used to control the video game scenario. The video game scenario will include different cognitive functions. The body movements will include different physical aspects including balance, strength and Pelvic Floor Muscle Training (PFMT). During the exergame performance, different qualitative assessments will be performed to determine usability of the exergame including acceptance and game experience protocol (think aloud method). After the exergame performance, the participant will answer individual and guideline-based interview questions about usability including their individual experiences (duration about 20 min). This study contributes to fundamental research investigating how user-centered exergame training can be applied in older adults with individual needs.
Study Type
OBSERVATIONAL
Enrollment
22
motor-cognitive training device
De Wingerd
Leuven, Vlaams Brabant, Belgium
Acceptance questionnaire
users' individual acceptance
Time frame: 2 years
Game experience questionnaire
users' game experience
Time frame: 2 years
Guideline-based qualitative interview
Users' opinions and feedback
Time frame: 2 years
System usability questionnaire
System usability scale
Time frame: 2 years
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