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. 2016 Oct 4;4(2):e17. doi: 10.2196/games.5860

Table 2.

Summarization of the studies included for the systematic review.

Study ID and publication year Evaluation methods Focus and devices Evaluation stages Participants
Komlódi et al [11] (2011) Sociodemographic and health questionnaire, observation, video recording, MBTIa, Folding Test, Eyes Test Test device for navigation and task manipulation using gestures (Wii) (1) Questionnaires and tests; (2) verbal guidance and reading; (3) tasks in a virtual environment; (4) evaluation N=14 (7 men, 7 women); age: mean 24 years
Legouverneur et al [12] (2011) Author’s questionnaire, video recording Conduct a usability study for 2 sports games (Wii) (1) Neuropsychological evaluation; (2) sessions tests N=undefined; age: range 75-90 years
Francese et al [13] (2012) ASQb, CSUQc, Presence Questionnaire Evaluate two 3D interaction games in navigation tasks (Kinect and Wii) (1) Questionnaire; (2) instructions; (3) tests; (4) ASQ and CSUQ questionnaires N=24 (16 men, 8 women); age: range 18-41 years
Norouzi-Gheidari et al [14] (2013) User performance report, author’s questionnaire, TAM, Fugl-Meyer Using a protocol for evaluating a virtual reality system as motor rehabilitation tool of upper limb (Kinect) (1) System interaction; (2) questionnaires and evaluation N=24 with stroke; age: undefined
Liu et al [15] (2014) Interview Evaluate a game usability for select objects with top-down movements (Kinect) (1) Game introduction; (2) game activities; (3) interview N=6 (2 men, 4 women); age: range 50-88 years
Shin et al [16] (2014) Author’s questionnaire, Observation, Fugl-Meyer, Barthel Combining rehabilitation exercises with game elements (Kinect) Different experimental protocols Group 1: n=7, group 2: n=16; age: undefined
Fang et al [17] (2015) Interview, PARQe, PAESf Check the user’s experience; train the equilibrium in elderly with upper limb (Kinect) (1) Physical evaluation; (2) exercises; (3) satisfaction evaluation N=13 (2 men, 11 women); age: range 60-80 years
Harrington et al [18] (2015) Sociodemographic and health questionnaire, author’s questionnaire, Interview, technology experience and videogame experience questionnaires, TAM, SUSg Identify usability challenges based on exergames for seniors (Kinect) (1) Questionnaires; (2) training; (3) test; (4) interview; (5) satisfaction questionnaires and usability Group 1: n=10 (5 men, 5 women), age: range 60-69 years; group 2: n=10 (5 men, 5 women), age: range 70-79 years
Nakai et al [19] (2015) Sociodemographic and health questionnaires, author’s questionnaire, video recording, think-aloud protocol Evaluate a game usability using evaluation methods based on Kansei Engineering (Kinect) (1) Questionnaire; (2) behavioral observation; (3) think-aloud; (4) game test; (5) analysis N=12; age: “seniors”
Sheu et al [20] (2015) Sociodemographic and health questionnaire, Interview, PARQ, PAES, SUS To list design issues of a gesture-based system that allows seniors to interact naturally in selection tasks (Kinect) (1) Questionnaires; (2) game introduction; (3) test procedure; (4) questionnaires posttest; (5) interview N=7 (4 men, 3 women); age: range 60-77 years