Evidence map›Paper›PMID 40499156›Full record

SynthesisJMIR aging2025

Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review.

Rhys Mantell, Ye In Jane Hwang, Matthew Dark, Kylie Radford, Michael Kasumovic, Lauren Monds, Peter W Schofield, Tony Butler, Adrienne Withall

Abstract readSystematic Review
In one paragraph

Synthesis in JMIR aging, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–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

3 citing papers in PubMed.

  1. Article
  2. Article
  3. 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

9 authors.

Rhys MantellSchool of Population Health, Faculty of Medicine and Health, University of New South Wales (UNSW), Sydney, Australia.ORCID https://orcid.org/0000-0002-1693-1286
Ye In Jane HwangSchool of Population Health, Faculty of Medicine and Health, University of New South Wales (UNSW), Sydney, Australia.ORCID https://orcid.org/0000-0003-0142-3251
Matthew DarkSchool of Population Health, Faculty of Medicine and Health, University of New South Wales (UNSW), Sydney, Australia.ORCID https://orcid.org/0009-0004-7882-8091
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, Faculty of Science, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0003-0158-5517
Lauren MondsSpecialty of Addiction Medicine, Central Clinical School, The University of Sydney, Sydney, Australia.ORCID https://orcid.org/0000-0002-2592-7238
Peter W SchofieldNeuropsychiatry Service, Hunter New England Health, Newcastle, Australia.ORCID https://orcid.org/0000-0001-8298-8590
Tony ButlerSchool of Population Health, Faculty of Medicine and Health, University of New South Wales (UNSW), Sydney, Australia.ORCID https://orcid.org/0000-0002-2679-2769
Adrienne WithallAgeing Futures Institute, University of New South Wales, Sydney, Australia.ORCID https://orcid.org/0000-0001-7079-465X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGame-based cognitive assessments (GBCAs) have the potential to transform the field of cognitive testing by enabling more effective screening of age-related cognitive decline. However, we lack a strong understanding of the usability and overall user experience of these games. This is a risk because the primary target users for GBCAs, older people, are seldom involved in game design research and development.

objectiveThis study aims to address this gap by investigating the usability, acceptability, and enjoyability of GBCAs for older people.

methodsThis study followed established practices for undertaking evidence-based systematic reviews.

resultsThe initial database search returned 15,232 records. After a thorough screening process, 8 studies remained for extraction and analysis. A synthesis of the included papers identified 2 overlapping yet distinct areas of focus: system usability and subjective user experience. Usability scores were mostly positive across the studies included. However, in several of the game studies, older adults and those with cognitive impairment tended to find GBCAs less usable. This trend was observed even when the games were explicitly designed for these populations, and the tasks were simplistic and representative of basic daily activities. In our second focus area, user experience, we identified the importance of perceived challenge in mediating gameplay experience across groups. That is, generating the appropriate level of difficulty for each user is important for positive user experiences, specifically enjoyment.

conclusionsOn the basis of these findings, we identified key learnings for researchers interested in designing and developing GBCAs. These include (1) recognizing that validity is essential but not sufficient on its own; (2) clearly defining the intended user; (3) designing games that align with the unique preferences and needs of older people; and (4), whenever possible, providing each user with their optimal level of challenge.

trial registrationPROSPERO CRD42023433298; https://www.crd.york.ac.uk/PROSPERO/view/CRD42023433298.

Indexed as

CognitionCognitive DysfunctionVideo GamesAgedAged, 80 and overFemaleHumansMaleagingcognitive assessmentgamificationserious gamesusabilityuser experience

Identifiers

PMID40499156
PMCPMC12198696

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.