Insights from Japanese Seniors After Playing Brain-Training Games and Using a Brain-Activity Wearable Device: An Exploratory Pilot in a Living-Lab

Aim: Brain training games offer a promising avenue for promoting cognitive engagement and healthy aging among older adults. However, little is known about how design features align with the specific needs of this demographic to promote sustained usage and thereby cognitive intervention. The aim of this study was to characterize how all aspects of the game design and player experience might influence adherence mechanisms, and assess the feasibility and acceptability of a wearable brain-activity measuring device. Methods: We use an exploratory mixed-methods approach with n = 6 community-dwelling older adults (mean age 68 ± 3.94) within a smart-home-style Living-Lab. Participants played two commercially available brain-training games. One of the games uses a wearable brain-activity measuring device. We collected System Usability Scale (SUS) and User Experience Questionnaire (UEQ) scores and conducted focus-group interviews and structured observations. We performed a qualitative theory-informed analysis through the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) framework. Results: Participants reported high motivation to play brain-training games for dementia prevention. They preferred large, high-contrast text, intuitive navigation, touch-based controls, and a relaxed pacing. The wearable device was acceptable and comfortable for home use. There were requests for a clearer meaning of brain activity scores and the integration of personalized brain data with other health apps and broader health metrics. Quantitative scales (SUS and UEQ) showed similar ratings for both games, with both meeting the threshold for acceptability. Conclusions: In this formative study, concrete design features that plausibly increase engagement, persistence and adherence were identified, alongside evidence for the feasibility of integrating a wearable brain-sensor. Our findings motivate a follow-on trial testing whether an adherence-optimized design increases the training dose and downstream cognitive outcomes.

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Publication Details

Journal
Journal of Ageing and Longevity
Published
2026-02-12
DOI
https://doi.org/10.3390/jal6010023
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
0.00
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article

Insights from Japanese Seniors After Playing Brain-Training Games and Using a Brain-Activity Wearable Device: An Exploratory Pilot in a Living-Lab

Yasuyuki Taki, Takamitsu Shinada, Ryan Browne, Toshimi Ogawa
Journal of Ageing and Longevity
Technology Use by Older Adults
article

Insights from Japanese Seniors After Playing Brain-Training Games and Using a Brain-Activity Wearable Device: An Exploratory Pilot in a Living-Lab

Yasuyuki Taki, Takamitsu Shinada, Ryan Browne, Toshimi Ogawa
article en

Abstract

Aim: Brain training games offer a promising avenue for promoting cognitive engagement and healthy aging among older adults. However, little is known about how design features align with the specific needs of this demographic to promote sustained usage and thereby cognitive intervention. The aim of this study was to characterize how all aspects of the game design and player experience might influence adherence mechanisms, and assess the feasibility and acceptability of a wearable brain-activity measuring device. Methods: We use an exploratory mixed-methods approach with n = 6 community-dwelling older adults (mean age 68 ± 3.94) within a smart-home-style Living-Lab. Participants played two commercially available brain-training games. One of the games uses a wearable brain-activity measuring device. We collected System Usability Scale (SUS) and User Experience Questionnaire (UEQ) scores and conducted focus-group interviews and structured observations. We performed a qualitative theory-informed analysis through the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) framework. Results: Participants reported high motivation to play brain-training games for dementia prevention. They preferred large, high-contrast text, intuitive navigation, touch-based controls, and a relaxed pacing. The wearable device was acceptable and comfortable for home use. There were requests for a clearer meaning of brain activity scores and the integration of personalized brain data with other health apps and broader health metrics. Quantitative scales (SUS and UEQ) showed similar ratings for both games, with both meeting the threshold for acceptability. Conclusions: In this formative study, concrete design features that plausibly increase engagement, persistence and adherence were identified, alongside evidence for the feasibility of integrating a wearable brain-sensor. Our findings motivate a follow-on trial testing whether an adherence-optimized design increases the training dose and downstream cognitive outcomes.

Journal of Ageing and LongevityVol. 6(1)
Tohoku University (JP)
Openalex Percentile: Top 65%
Technology Use by Older Adults
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