中华护理杂志 ›› 2026, Vol. 61 ›› Issue (20): 2809-2815.DOI: 10.3761/j.issn.0254-1769.2026.20.010

• 社区护理研究 • 上一篇    下一篇

养老机构主观认知下降老年人烹饪严肃游戏的设计及可用性评价

徐丹1(), 文稀1, 田凤美2, 李惠玲1,*()   

  1. 1 苏州大学护理学院 苏州市 215006
    2 苏州大学附属第二医院护理部 苏州市 215000
  • 收稿日期:2026-05-13 出版日期:2026-10-20 发布日期:2026-10-12
  • *通讯作者: 李惠玲,E-mail:lhl8543@126.com
  • 作者简介:徐丹:女,本科(硕士在读),E-mail:1450285203@qq.com
    第一联系人:

    徐丹:研究设计、方案构建、论文撰写、研究实施;文稀:数据整理、统计学分析;田凤美:文献检索、论文审阅和修改;李惠玲:研究指导、基金支持、论文审阅与修改

  • 基金资助:
    中国医学基金会“2025年临床医学科研促进计划”资助项目(2025CMFA12)

Design and usability evaluation of a cooking serious game for older adults with subjective cognitive decline in residential care facilities

XU Dan1(), WEN Xi1, TIAN Fengmei2, LI Huiling1,*()   

  1. 1 School of Nursing, Soochow University, Suzhou 215006, China
    2 Department of Nursing, the Second Affiliated Hospital of Soochow University, Suzhou 215000, China
  • Received:2026-05-13 Online:2026-10-20 Published:2026-10-12
  • * Corresponding author: LI Huiling,E-mail:lhl8543@126.com
  • Funding program:
    China Medical Foundation’s 2025 Clinical Medical Research Promotion Program(2025CMFA12)

摘要:

目的 开发一款适用于养老机构主观认知下降老年人的烹饪严肃游戏,并评价其初步可用性和使用体验,为后续认知训练干预提供参考。方法 基于心流理论,通过半结构式访谈、文献分析、头脑风暴、专家工作组会议构建并开发烹饪严肃游戏,包括4个训练阶段。采用目的抽样法,于2026年4—5月选取苏州市2所养老机构30例主观认知下降老年人进行可用性测试。采用任务完成率、任务完成时间、错误次数、提示次数、系统可用性、满意度进行评价,并应用半结构式访谈探究研究对象对游戏的使用体验。结果 30例总体任务完成率为92.50%,完成4项训练任务的总时间为46.29(39.71,49.90)min,总错误次数为3(2,4)次,总提示次数为4(3,6)次。系统可用性量表得分为(81.67±10.79)分,满意度为89.86%。半结构式访谈共提取了3个主题,即熟悉的烹饪情境提升参与兴趣、多感官提示下的任务理解与操作困扰、难度递进中的挑战体验与个体化需求。结论 该研究开发的烹饪严肃游戏在养老机构主观认知下降老年人中表现出较好的初步可用性。后续研究应在完善游戏原型的基础上,开展更大样本、较长期的干预研究,以进一步评价其应用效果。

关键词: 养老机构, 主观认知下降, 烹饪, 严肃游戏, 慢性病护理

Abstract:

Objective To develop a cooking serious game for older adults with subjective cognitive decline (SCD) in residential care facilities and evaluate its preliminary usability and user experience,thereby providing a prototype for subsequent cognitive training intervention studies. Methods Guided by flow theory,the content of the cooking serious game including 4 training phase was developed through semi-structured interviews,literature analysis,brainstorming,and an expert working group meeting. Purposive sampling was used to recruit 30 older adults with SCD from 2 residential care facilities in Suzhou,China,between April and May 2026 for usability testing. Usability was assessed using task completion rate,task completion time,numbers of errors and prompts,the System Usability Scale(SUS),and a satisfaction questionnaire. User experience was further explored through semi-structured interviews. Results The overall task completion rate was 92.50%. The total time to complete the 4 tasks was 46.29(39.71,49.90) min. The total numbers of errors and prompts were 3(2,4) and 4(3,6),respectively. The mean SUS score was(81.67±10.79) points,and the satisfaction rate was 89.86%. The semi-structured interviews yielded 3 main themes:enhancing engagement through familiar cooking scenarios,task comprehension and operational difficulties under multisensory prompts,and the experience of progressive challenges alongside individualized needs. Conclusion The cooking serious game developed in this study demonstrated good preliminary usability among older adults with SCD in residential care facilities. Future studies should refine the game prototype and conduct larger-sample,longer-term intervention studies to further evaluate its effectiveness for cognitive training.

Key words: Residential Care Facilities, Subjective Cognitive Decline, Cooking, Serious Game, Chronic Disease Nursing