ArticleJMIR serious games2023
Design Preferences for a Serious Game-Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis.
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.
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Who cites it
4 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review.JMIR aging · 2025Pooled it
- Equitable Digital Frailty Screening for Marginalized Older Adults Using Audio Computer-Assisted Self-Interview: Collaborative Development Guide and User Testing Study.JMIR formative research · 2026Article
- Dementia and Video Games: Systematic and Bibliographic Review.Healthcare (Basel, Switzerland) · 2024Review
- Factors that influence general practitioners' obesity-related clinical practices and determinants of behavior to target to promote best practice in obesity care: A qualitative exploration.Obesity science & practice · 2024Article
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
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.
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Registered trials
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