Evidence map›Paper›PMID 37067850›Full record

ArticleJMIR serious games2023

Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis.

Rhys Mantell, Adrienne Withall, Kylie Radford, Michael Kasumovic, Lauren Monds, Ye In Jane Hwang

Abstract read
In one paragraph

Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed, 1 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

4 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
  2. Article
  3. Review
  4. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Rhys MantellSchool of Population Health, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0002-1693-1286
Adrienne WithallSchool of Population Health, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0001-7079-465X
Kylie RadfordAgeing Futures Institute, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0001-8095-5314
Michael KasumovicSchool of Biological, Earth & Environmental Sciences, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0003-0158-5517
Lauren MondsAddiction Medicine, Central Clinical School, The University of Sydney, Sydney, Australia.ORCID https://orcid.org/0000-0002-2592-7238
Ye In Jane HwangSchool of Population Health, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0003-0142-3251

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundSerious games have the potential to transform the field of cognitive assessment. The use of serious game-based cognitive assessments in prison environments is particularly exciting. This is because interventions are urgently needed to address the rapid increase in the number of currently incarcerated older adults globally and because of the heightened risks of dementia and cognitive decline present in this population. Game-based assessments are assumed to be fun, engaging, and suitable alternatives to traditional cognitive testing, but these assumptions remain mostly untested in older adults. This is especially true for older adults in prison, whose preferences and needs are seldom heard and may deviate from those previously captured in studies on cognition and serious games.

objectiveThis study aimed to understand the design preferences of older adults in prison for a game-based cognitive assessment.

methodsThis study used reflexive thematic analysis, underpinned by critical realism, and applied the technique of abduction. Overall, 4 focus groups with a total of 20 participants were conducted with older adults (aged ≥50 years; aged ≥45 years for Aboriginal and Torres Strait Islander people) across 3 distinct prison environments in Australia.

resultsSelf-determination theory was used as a theoretical foundation to interpret the results. Overall, 3 themes were generated: Goldilocks-getting gameplay difficulty just right through optimal challenge (the first theme emphasizes the participants' collective desire for an individualized optimal level of difficulty in serious gameplay), Avoiding Childish Graphics-gimmicky gameplay can be condescending (the second theme raises the importance of avoiding immature and childlike gameplay features, as some older end users in prison felt that these can be condescending), and A Balanced Diet-meaningful choice and variety keeps game-based assessments fun (the third theme highlights the strong user preference for meaningful choice and variety in any serious game-based cognitive assessment to maximize in-game autonomy).

conclusionsThe collection of these themes provides novel insights into key game design preferences of marginalized older adults.

Indexed as

cognitive assessmentgame designgamificationolder adultsolder prisonersprisonself-determination theoryserious game

Identifiers

PMID37067850
PMCPMC10152383

What Socratic holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.