Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/118732
DC FieldValueLanguage
dc.contributorDepartment of Biomedical Engineering-
dc.contributorResearch Institute for Sports Science and Technology-
dc.contributorResearch Institute for Smart Ageing-
dc.creatorCheng, ESW-
dc.creatorCheung, DSK-
dc.creatorChiu, ATS-
dc.creatorCheung, JCW-
dc.creatorWong, DWC-
dc.date.accessioned2026-05-15T02:30:52Z-
dc.date.available2026-05-15T02:30:52Z-
dc.identifier.issn1044-7318-
dc.identifier.urihttp://hdl.handle.net/10397/118732-
dc.language.isoenen_US
dc.publisherTaylor & Francisen_US
dc.subjectAgingen_US
dc.subjectDementiaen_US
dc.subjectExergame designen_US
dc.subjectRhythmic stimulationen_US
dc.subjectTrainingen_US
dc.titleA drum-based serious game for physical and cognitive training in older adults : development and mixed methods usability studyen_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.spage7209-
dc.identifier.epage7232-
dc.identifier.volume42-
dc.identifier.issue10-
dc.identifier.doi10.1080/10447318.2025.2558017-
dcterms.abstractPhysical and cognitive decline significantly affects seniors’ quality of life. To address this, our interdisciplinary team developed a drum-based serious game tailored for older adults. The game features culturally adapted interfaces and nostalgic songs, incorporating rhythmic gameplay where players strike a drum in sync with on-screen visual cues matching musical beats. 72 participants (female = 73.6%, age: 85 ± 8.7) completed our two-week intervention program with four 30-minute game sessions. We assessed game performance metrics (hit rates, scores and wrong hits) and User Engagement Scale (UES) across three cognitive profiles groups (Normal, Mild/Major neurocognitive disorders). Results indicated significant improvements in pre- and post-game scores (p =.003) and high engagement levels (UES: M = 4.2/5). Thematic analysis revealed participants felt engaged, experienced benefits, attracted, and achieved a sense of success. However, some older, frailer individuals reported frustration due to challenges keeping pace. Overall, our findings support the game’s feasibility and usability.-
dcterms.accessRightsembargoed accessen_US
dcterms.bibliographicCitationInternational journal of human-computer interaction, 2026, v. 42, no. 10, p. 7209-7232-
dcterms.isPartOfInternational journal of human-computer interaction-
dcterms.issued2026-
dc.identifier.scopus2-s2.0-105016889279-
dc.identifier.eissn1532-7590-
dc.description.validate202605 bcjz-
dc.description.oaNot applicableen_US
dc.identifier.SubFormIDG001664/2026-03en_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextThis study was financially supported by the S K Yee Medical Foundation [no. 2224205].en_US
dc.description.pubStatusPublisheden_US
dc.date.embargo2026-09-17en_US
dc.description.oaCategoryGreen (AAM)en_US
Appears in Collections:Journal/Magazine Article
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Status embargoed access
Embargo End Date 2026-09-17
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