Please use this identifier to cite or link to this item:
http://hdl.handle.net/10397/118732
| DC Field | Value | Language |
|---|---|---|
| dc.contributor | Department of Biomedical Engineering | - |
| dc.contributor | Research Institute for Sports Science and Technology | - |
| dc.contributor | Research Institute for Smart Ageing | - |
| dc.creator | Cheng, ESW | - |
| dc.creator | Cheung, DSK | - |
| dc.creator | Chiu, ATS | - |
| dc.creator | Cheung, JCW | - |
| dc.creator | Wong, DWC | - |
| dc.date.accessioned | 2026-05-15T02:30:52Z | - |
| dc.date.available | 2026-05-15T02:30:52Z | - |
| dc.identifier.issn | 1044-7318 | - |
| dc.identifier.uri | http://hdl.handle.net/10397/118732 | - |
| dc.language.iso | en | en_US |
| dc.publisher | Taylor & Francis | en_US |
| dc.subject | Aging | en_US |
| dc.subject | Dementia | en_US |
| dc.subject | Exergame design | en_US |
| dc.subject | Rhythmic stimulation | en_US |
| dc.subject | Training | en_US |
| dc.title | A drum-based serious game for physical and cognitive training in older adults : development and mixed methods usability study | en_US |
| dc.type | Journal/Magazine Article | en_US |
| dc.identifier.spage | 7209 | - |
| dc.identifier.epage | 7232 | - |
| dc.identifier.volume | 42 | - |
| dc.identifier.issue | 10 | - |
| dc.identifier.doi | 10.1080/10447318.2025.2558017 | - |
| dcterms.abstract | Physical 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.accessRights | embargoed access | en_US |
| dcterms.bibliographicCitation | International journal of human-computer interaction, 2026, v. 42, no. 10, p. 7209-7232 | - |
| dcterms.isPartOf | International journal of human-computer interaction | - |
| dcterms.issued | 2026 | - |
| dc.identifier.scopus | 2-s2.0-105016889279 | - |
| dc.identifier.eissn | 1532-7590 | - |
| dc.description.validate | 202605 bcjz | - |
| dc.description.oa | Not applicable | en_US |
| dc.identifier.SubFormID | G001664/2026-03 | en_US |
| dc.description.fundingSource | Others | en_US |
| dc.description.fundingText | This study was financially supported by the S K Yee Medical Foundation [no. 2224205]. | en_US |
| dc.description.pubStatus | Published | en_US |
| dc.date.embargo | 2026-09-17 | en_US |
| dc.description.oaCategory | Green (AAM) | en_US |
| Appears in Collections: | Journal/Magazine Article | |
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