Usability and UX of nintendo wii big brain academy game in the elderly as a resource of psychomotor intervention

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Abstract

This article aims to evaluate the usability of Nintendo Wii and the possibility of being used in the scope of psychomotor intervention. The study was performed using Big Brain Game Academy® game, during 1 month, and applied to elderly people in a senior residence and to an adult reference group, both with 9 participants. They were evaluated with Mini Mental State Examination, Usability Checklist and a Satisfaction Questionnaire. Usability of Game was good, and in general with the training there was an improvement in the adaptation to the game. Satisfaction with the game results also demonstrates improvements in the degree of satisfaction. With respect to the scores in the various games a stabilization of the scores was observed from the 3rd or 4th session. However, when we compare our results to one of an adult reference group, our scores are significantly lower. We conclude that elderly people have the adaptability to the comprehension and functionality of the Nintendo Wii, as well as the function and control of the command during the game. Nintendo Wii may be an excellent resource for psychomotor therapy, providing a positive interaction between individuals, allowing the development of psychomotor, cognitive and socioemotional abilities, in order to optimize the quality of life of this population.

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Dinis, A. C., Silvano, A., Casado, D., Espadinha, C., & Noriega, P. (2019). Usability and UX of nintendo wii big brain academy game in the elderly as a resource of psychomotor intervention. In Advances in Intelligent Systems and Computing (Vol. 1012, pp. 270–279). Springer Verlag. https://doi.org/10.1007/978-3-030-24067-7_31

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