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The Relationship Between the Seniors’ Appraisal of Cognitive-Training Games and Game-Related Stress Is Complex: A Mixed-Methods Study

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Abstract

In this paper, we deploy and evaluate the potential of the Affective Game Planning for Health Applications (AGPHA) framework, that draws on Lazarus’ Appraisal Theory of Stress and Coping for evaluation of reflexive and reflexive response to a brain training game. Fourty two older adults (70.5 ± 4.5 years of age) took an electronic survey about attitude towards digital play. A smaller sample of this sample (n = 19) volunteered to participate in an experiment to play a simple brain training game (Simple MindGames) in a laboratory setting (PERFORM Centre, Montreal, Canada). The study was framed in a quantitative context and involved repeated measurements of physiological stress metrics (salivary cortisol, galvanic skin conductance, and heart rate). We found that those who participated in the experiment were less likely to consider digital games too hard to learn, age-inappropriate, or disruptive to real life. Physiological measures were correlated with some of game experience factors, namely perceived visual intensity of the games was correlated with cortisol levels (Spearman’s rho = 0.61, p < .01), and disliking the game was correlated with heart rate (rho = 0.47, p < .05) and EDA (rho = 0.53, p < .05). These physiological measures were indirectly linked to pre-playing assumptions about digital games being too hard to learn and disruptive to real life; and to the post-game assessment of the game as useless. Our findings underline the importance of appraisal factors that can make the experience of game playing stressful or enjoyable for older adults. Monitoring the primary appraisal factors, and iterative evaluation of secondary appraisal in different stages of game learning are important both in designing, and in clinical evaluation of games with expected health-related outcomes.

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Acknowledgements

This paper is part of an empirical investigation of Finding Better Games for Older Adults supported by the seed funding from Concordia University’s office of research and PERFORM Centre. We thank the following research assistants who were involved in data collection: Atousa Assadi, Mahsa Mirgholami, Kate Li and Anna Smirnova. Logistic support from McGill Centre for Integrative Neuroscience (mcin-cnim.ca), the Ageing + Communication + Technologies (ACT) network (http://actproject.ca/), and Technoculture, Arts and Games (TAG) Centre (tag.hexagram.ca) is acknowledged. We thank Ms Chloe Smith for proof-reading the manuscript.

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Correspondence to Najmeh Khalili-Mahani .

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Khalili-Mahani, N., de Schutter, B., Sawchuk, K. (2020). The Relationship Between the Seniors’ Appraisal of Cognitive-Training Games and Game-Related Stress Is Complex: A Mixed-Methods Study. In: Stephanidis, C., Antona, M., Gao, Q., Zhou, J. (eds) HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. HCII 2020. Lecture Notes in Computer Science(), vol 12426. Springer, Cham. https://doi.org/10.1007/978-3-030-60149-2_45

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  • DOI: https://doi.org/10.1007/978-3-030-60149-2_45

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