User Experience of Mixed Reality Applications for Healthy Ageing: A Systematic Review

被引:0
|
作者
Lim, Kianying Joyce [1 ,3 ]
McGuckian, Thomas B. [1 ]
Cole, Michael H. [1 ]
Duckworth, Jonathan [2 ]
Wilson, Peter H. [1 ]
机构
[1] Australian Catholic Univ, Fac Hlth Sci, Hlth Brain & Mind Res Ctr, Sch Behav & Hlth Sci, Melbourne, Australia
[2] RMIT Univ, Sch Design, Melbourne, Australia
[3] Australian Catholic Univ, Daniel Mannix Bldg,Level 5,17-29 Young St, Fitzroy 3065, Australia
来源
CYBERPSYCHOLOGY-JOURNAL OF PSYCHOSOCIAL RESEARCH ON CYBERSPACE | 2023年 / 17卷 / 04期
关键词
mixed reality; e-games; user experience; healthy ageing; systematic review; OLDER-ADULTS; VIRTUAL-REALITY; USABILITY; GAME; FEASIBILITY; TECHNOLOGY; FLOW; HOME;
D O I
10.5817/CP2023-4-5
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Mixed reality (MR) technologies are being used increasingly to support healthy ageing, but past reviews have concentrated on the efficacy of the technology. This systematic review provides a synthesis of recent experimental studies on the instrumental, emotional and non-instrumental aspects of user experience of healthy older adults in relation to MR-related applications. The review was listed on PROSPERO, utilised a modified PICOS framework, and canvassed all published work between January 2010 to July 2021 that appeared in major databases (Scopus, PubMed, CINAHL, Web of Science, and the Cochrane Library). The literature search revealed 15 eligible studies. Results indicated that all included studies measured the instrumental quality of their applications, all but two studies measured the emotional reactions triggered by gameplay, and only six studies examined participants' perception of non -instrumental quality of the applications. All included studies focused on improving a health domain such as cognitive or physical training. This suggests that the instrumental quality of the MR applications remains the focus of user experience studies, with far fewer studies examining the non-instrumental quality of the applications. Implications for game design and future research are discussed.
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页数:29
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