목적: 본 연구에서는 작업기억력 증진에 기반을 둔 인지재활 게임 프로그램을 일반 노인들에게 적용해 보았을때 사용자 입장에서의 반응성을 조사하였다. 방법: 만 65세 이상 일반 노인 52명을 선별하여 태블릿PC에 탑재된 인지재활 훈련 게임을 약 20분가량 사용한 후 제시된 설문지에 답변하도록 하였다. 설문지 문항은 인지관련 게임 이용 경험, 스마트폰 게임 친숙도, 뉴로월드 게임 적응성, 뉴로월드 게임 만족도로 구성되었다. 설문지 결과를 바탕으로 게임 이용 경험 유무에 따른 적용 프로그램의 이해도 차이, 스마트폰 어플리케이션 사용 익숙도에 따른 적용 프로그램의 이해도 차이, 교육연수에 따른 이해도 차이, 적용 프로그램 이해도에 영향을 미치는 사용환경 변수 등을 분석하였다. 결과: 전체 노인 중 15.4%가 인지관련 게임을 접해본 경험이 있었으며 단순 기능성게임을 주로 사용하였다. 대부분의 노인은 친구 및 자녀의 소개로 게임을 이용하였으며 이들 중 50%는 6개월 이상 사용하였고 주로 재미를 위해 이용한 것으로 나타났다. 스마트폰 사용자(38.5%)들은 인지재활 게임의 사용 방법을 훨씬 잘 이해하였고(78%) 10분-20분 내에 게임에 익숙해졌다고 응답하였다(56%). 또한 스마트폰 경험이 없는 노인이라 하더라도 일정시간 사용 후 인지재활 게임에 쉽게 적응하는 양상을 보였으며 교육연수는 게임 이해도에 크게 영향을 미치지 않았다. 인지재활 게임의 이해도에 영향을 미치는 사용환경 변수는 ‘게임 시작 초반에 제시되는 게임 설명’으로 유의확률은 p<.01로 나타났다. Pearson correlation 분석 결과, 연령대에 따른 태블릿PC 친숙도와 이해도 사이에는 상관성이 없는 것으로 나타났다. 결론: 위 연구 결과를 종합해 봤을 때, 인지훈련을 위한 게임 앱 프로그램을 노인에게 제시하고 일정시간 경험하도록 하면, 스마트폰 사용 경험 유무에 상관없이 게임에 대한 친숙도 및 이해도가 상승하는 것을 볼 수있었다.
Purpose: This study is designed to measure user-reactivity when a cognitive rehabilitation game, which is built for improvement of working memory, is apply to the elderly. Methods: 52 senior citizens over the age of 64 were chosen and asked to answer a questionnaire. The questionnaire consisted of experience of cognition-related games, familiarity of smartphone game applications, Neuro-World game adaptability, and satisfaction with the Neuro-World game application. Based on the results of the questionnaire, applied-program understanding by experience of games, program understanding by familiarity of smartphone game application, and user-environment variables, which influences program understanding, were analyzed. Results: 15.4% of the subjects had experience in cognition-related games, especially simple ones. Most of them have used games through their friends or families, 50% of whom had experience in games for more than six months, mainly for pleasure. Also, although they did not have any experience with smartphones, they were shown to use cognitive rehabilitation games easily after using the games for a while. A user-environment variable which affects understanding of cognitive rehabilitation games was the explanation part at the beginning of games and its significant probability was p<.01. Conclusions: The result of Pearson correlation analysis shows that there is no interrelation between tablet PC familiarity and understanding according to age. Given the results of the study, when the elderly use cognitive rehabilitation game applications for a period of time, the familiarity and the understanding of the game may be increased regardless of their smartphone experience.
Purpose: This study is designed to measure user-reactivity when a cognitive rehabilitation game, which is built for improvement of working memory, is apply to the elderly. Methods: 52 senior citizens over the age of 64 were chosen and asked to answer a questionnaire. The questionnaire consisted of experience of cognition-related games, familiarity of smartphone game applications, Neuro-World game adaptability, and satisfaction with the Neuro-World game application. Based on the results of the questionnaire, applied-program understanding by experience of games, program understanding by familiarity of smartphone game application, and user-environment variables, which influences program understanding, were analyzed. Results: 15.4% of the subjects had experience in cognition-related games, especially simple ones. Most of them have used games through their friends or families, 50% of whom had experience in games for more than six months, mainly for pleasure. Also, although they did not have any experience with smartphones, they were shown to use cognitive rehabilitation games easily after using the games for a while. A user-environment variable which affects understanding of cognitive rehabilitation games was the explanation part at the beginning of games and its significant probability was p<.01. Conclusions: The result of Pearson correlation analysis shows that there is no interrelation between tablet PC familiarity and understanding according to age. Given the results of the study, when the elderly use cognitive rehabilitation game applications for a period of time, the familiarity and the understanding of the game may be increased regardless of their smartphone experience.