TY - JOUR
T1 - Effectiveness of Robot-Assisted Board Games on Cognitive Function and Mental Health for Older Adults with Mild Cognitive Impairment
T2 - A Cluster Randomized Trial
AU - Lin, Li Chen
AU - Liao, Jung Yu
AU - Huang, Chiu Mieh
AU - Lin, Fen He
AU - Lu, Li Ting
AU - Chien, Hsiu Chun
AU - Guo, Jong Long
N1 - Publisher Copyright:
© Mary Ann Liebert, Inc.
PY - 2025
Y1 - 2025
N2 - The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (n = 52) and comparison groups (n = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer’s Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program’s usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group’s MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.
AB - The effectiveness of robot-assisted board games targeting older adults with mild cognitive impairment was investigated to improve their cognitive function, general self-efficacy, and life satisfaction and reduce depression. A quasiexperimental research design was adopted with 109 older adults from 8 long-term care facilities and day-care centers assigned to the experimental (n = 52) and comparison groups (n = 57). The experimental group underwent a 12-week cognitive training program. Both groups completed before-and-after and 3-month follow-up measurements for outcome variables, including cognitive function (scores of mini-mental state examination [MMSE] and Alzheimer’s Disease Assessment Scale Cognitive Subscale [ADAS-Cog]), depression, general self-efficacy, and life satisfaction. The data were analyzed using the generalized estimating equation (GEE). The program’s usability was assessed using the system usability scale (SUS). The GEE analyses revealed significant postintervention improvements in the experimental group’s MMSE, ADAS-Cog, depression, general self-efficacy, and satisfaction with life scores. These effects persisted for the 3-month follow-up. The mean SUS score was 87.50, indicating the feasibility of robot-assisted interventions among older adults. These findings confirmed that interactive robot-assisted board games can improve cognitive function, general self-efficacy, and life satisfaction and reduce depression among older adults. The administration of long-term care facilities or day-care centers can adopt robot-assisted board games as a training tool to supplement health promotion activities to prevent cognitive deterioration and enhance mental health among older adults.
KW - board game
KW - cognitive training
KW - human–robot interaction
KW - mild cognitive impairment
KW - older adults
KW - robot-assisted training
UR - http://www.scopus.com/inward/record.url?scp=85217701463&partnerID=8YFLogxK
U2 - 10.1089/g4h.2024.0207
DO - 10.1089/g4h.2024.0207
M3 - Article
AN - SCOPUS:85217701463
SN - 2161-783X
JO - Games for health journal
JF - Games for health journal
ER -