From Adherence to Happiness: Co-designing with Frail Nursing Home Residents to Gamify Tech-based Intervention

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 voluntary enrollment, while providing psychosocial benefits (p-value < 0.001). Design guidelines for VR-based interventions are proposed, with an unexpected emphasis on happiness, consistent with global efforts on dementia prevention.

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Publication Details

Journal
Innovation in Aging
Published
2025-12-01
DOI
https://doi.org/10.1093/geroni/igaf122.2802
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

From Adherence to Happiness: Co-designing with Frail Nursing Home Residents to Gamify Tech-based Intervention

Mandi Tang, Ge Lin Kan, Mingming Fan
Innovation in Aging
Educational Games and Gamification
article

From Adherence to Happiness: Co-designing with Frail Nursing Home Residents to Gamify Tech-based Intervention

Mandi Tang, Ge Lin Kan, Mingming Fan
article en

Abstract

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 voluntary enrollment, while providing psychosocial benefits (p-value < 0.001). Design guidelines for VR-based interventions are proposed, with an unexpected emphasis on happiness, consistent with global efforts on dementia prevention.

Innovation in AgingVol. 9(Supplement_2)
Guangdong University of Technology (CN), University of Hong Kong (HK)
No poverty
Openalex Percentile: Top 24%
Educational Games and Gamification
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