Exploring older adults' interaction with a gamified memory task. A pilot study to assess usability of the 'Brain Blossom' game

dc.contributor.authorPersson, Hanna
dc.contributor.authorWilliam-Olsson, Vida
dc.contributor.departmentInstitutionen för tillämpad informationsteknologiswe
dc.contributor.departmentDepartment of Applied Information Technologyeng
dc.date.accessioned2023-11-20T11:26:41Z
dc.date.available2023-11-20T11:26:41Z
dc.date.issued2023-11-20
dc.description.abstractThe research employed a qualitative methodology to gather insights regarding the performance, as well as the emotional and physiological reactions of older adults engaging with the "Brain Blossom" game over three sessions. This was achieved by utilizing self-reported information, encompassing tools such as the Self Assessment Manikin scale and usability experience (UX) questionnaires. Additionally, biometric data was gathered through eye-tracking technology, Galvanic Skin Response (GSR) and facial expression software. Analysis of the eye tracker, GSR and facial expression was conducted using iMotions software. The performance data was measured through percentages of correct with regards to the total. Participants displayed a high level of accuracy in the game, limiting the findings regarding performance. The eye-tracking data provided information regarding different ways to approach memorizing as identified in two participants. The GSR gave insights about two participants' arousal following a reward over sessions. The self reported data provided insights into the perceived experience of the participants. The UX questionnaires revealed findings regarding the language, difficulty and overall experience. There were confounding factors that might have limited the findings, such as a potential ceiling effect regarding the difficulty of the game and equipment difficulties. This provides an opportunity for improvements in future studies, regarding methodology, technicality and game design. The study aimed to improve the "Brain Blossom" game, with the goal of enhancing it as a cognitive training tool for older adults. Additionally, we hope to inform future research on game based non-pharmacological interventions for this demographic.en
dc.identifier.urihttps://hdl.handle.net/2077/79243
dc.language.isoengen
dc.relation.ispartofseries2023:054en
dc.setspec.uppsokTechnology
dc.subjectgamified memory tasken
dc.subjectexplorative studyen
dc.subjectbiometric dataen
dc.subjectuser experienceen
dc.subjectanvändarupplevelseen
dc.subjectgamifierad minnesuppgiften
dc.subjectexplorativ studieen
dc.subjectbiometrisk dataen
dc.titleExploring older adults' interaction with a gamified memory task. A pilot study to assess usability of the 'Brain Blossom' gameen
dc.title.alternativeEtt utforskande av äldre vuxnas interaktion med en gamifierad minnesuppgift. En pilotstudie för att bedöma användbarheten av "Brain Blossom"-speleten
dc.typeTexteng
dc.type.degreeKandidatuppsatsswe
dc.type.degreeBachelor thesiseng
dc.type.uppsokM2

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