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Article

Feasibility and Acceptability of a Serious Mobile-Game Intervention for Older Adults

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Pages 295-318 | Received 29 Jan 2021, Accepted 13 Jan 2022, Published online: 27 Jan 2022

Figures & data

Figure 1. The vibrant minds mobile games. (a) Bejeweled. (b) Mahjong. (c) Whack-A-Mole. (d) Word Search.

Figure 1. The vibrant minds mobile games. (a) Bejeweled. (b) Mahjong. (c) Whack-A-Mole. (d) Word Search.

Figure 2. Overview of study design and procedure.

MoCA = Montreal Cognitive Assessment. TMT A&B = Trails Making Test part A and B. T0 = Assessment at pre-baseline. T1 = Assessment right after baseline phase ends. T2 = Assessment right after intervention phase ends. T3 = Assessment right after withdrawal phase ends. PANAS = Positive affect negative affect schedule.

Figure 2. Overview of study design and procedure.MoCA = Montreal Cognitive Assessment. TMT A&B = Trails Making Test part A and B. T0 = Assessment at pre-baseline. T1 = Assessment right after baseline phase ends. T2 = Assessment right after intervention phase ends. T3 = Assessment right after withdrawal phase ends. PANAS = Positive affect negative affect schedule.

Table 1 Demographics.

Table 2. Individual participants’ information and values per phase per outcome variable.

Table 3. Results per outcome variable per game.

Table 4. Cognitive measures per participant.