From Adherence to Happiness: Co-designing with Frail Nursing Home Residents to Gamify Tech-based Intervention
Mandi Tang, Ge Lin Kan, Mingming Fan

TL;DR
Researchers worked with elderly nursing home residents to create a fun VR game to improve their physical and mental health.
Contribution
The study introduces a co-design approach to gamify VR interventions for frail older adults, emphasizing happiness and adherence.
Findings
Gamification increased adherence to VR interventions from 14.56 to 23.76 minutes.
Residents showed improved retention, with voluntary enrollment lasting several weeks.
The intervention provided significant psychosocial benefits (p-value < 0.001).
Abstract
Improving adherence to physio-cognitive interventions is crucial for mitigating frailty and dementia in older adults. Nursing home residents, often overlooked in both academic community and the marketplace, lack access to game-like experiences and report mental illness and poor adherence to interventions. To increase adherence, this article presents a three-phase co-design study with frail nursing home residents (medium age: 79 years) to gamify a physio-cognitive virtual reality (VR) intervention system, incorporating playful games in life-size VR streets and an indoor bike for self-directed, multisensory navigation. By addressing their needs for livingness, familiarity, and presence in VR-based gamification, the study demonstrates how playfulness effectively increases adherence (from 14.56 to 23.76 minutes), retention (from handful times to several weeks), and greater numbers of…
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Taxonomy
TopicsEducational Games and Gamification · Dementia and Cognitive Impairment Research · Technology Use by Older Adults
