Skip to main content
. 2026 Jan 30;14:e86290. doi: 10.2196/86290

Table 2.

Prototype structure mapping for a haptic-driven serious card game based on the Design-Play-Experience (DPE) framework.

 Core Pillar Design Play Experience
Learning
  • Content: Target cognitive abilities, such as attention, thinking, decision-making, and logical reasoning.

  • Teaching methods: digital cognition, simple mathematical operations, and decision-making.




  • Teaching: Roles: Players play community members and play card games with virtual opponents.

  • Setting: Community environment, build the community by winning games.

  • Narrative: Earn coins by winning games, and build the community until the community is complete.

  • Learning: Through gaming activities, older adults can practice and improve their cognitive abilities.

  • Self-efficacy: By successfully completing tasks through gaming, older adults can enhance their sense of self-efficacy and improve their self-confidence.

Storytelling
  • Roles: Players play community members and play card games with virtual opponents.

  • Setting: Community environment where players build the community by winning games.

  • Narrative: Earn coins by winning games, and build the community until the community is complete.

  • Storytelling: Players win coins and build communities by winning games.

  • Interactive narrative: The storyline can have different development paths based on the player’s choices and performance.

  • Story: Provide a rich story experience through the game storyline to increase the appeal of the game.

Gameplay
  • Mechanics: A simplified version of Doudizhu, with only 7 cards, smaller than playing cards. Haptic feedback prompts, identifying the size of the card based on the number of vibrations (card 1, slight vibration 1 time, and so on).

  • Dynamics: A smooth gameplay flow ensures a cohesive and engaging experience.

  • Difficulty Adjustment: Haptic feedback automatically adjusts the game difficulty based on player performance, maintaining the game’s challenge and fun.

  • Emotion: Design game elements that evoke positive emotional experiences, such as a sense of accomplishment and satisfaction. Provide unique haptic feedback as a reward when players achieve something or win, enhancing emotional engagement and a sense of accomplishment.

User experience
  • User interface: Large fonts, high contrast, and a simple operation interface are suitable for older adults.

  • Navigation: Clear navigation and instructions help older adults easily find the required functions.

  • Interactivity: Encourage players to interact with virtual opponents through game tasks.

  • Feedback interaction: Players’ actions will receive immediate feedback, enhancing their sense of participation.

  • Engagement: Design game elements that can attract players to continue to participate, such as achievement systems, reward mechanisms, etc. Enhance players’ sense of belonging and community through the game community.