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 |