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Overlooking the cognitive cost of serious game design? a two-stage study on interface and load in MCI

Bibliographic Data

ID21452098
AuthorsLiyan Bu (Shenyang Aerospace University), Bo Cui (0009-0008-2063-5536, Shenyang Aerospace University), Boyu Cui (0000-0001-7399-5908, Shenyang Aerospace University), Hong Chen (0000-0002-9771-6464, Shenyang Aerospace University), WeiCheng Pan (Shenyang Aerospace University), Hesen Li (0009-0006-2881-5510, Shenyang Aerospace University, corresponding author)
Year2025
Pages1-16
Publication date2025-12-20
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueBehaviour and Information Technology (JOURNAL)
Journal identifiersISSN: 0144-929X • E-ISSN: 1362-3001
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0144929x.2025.2604586
OpenAlexW4417526092
LanguageEN
References cited115

With the growing prevalence of Mild Cognitive Impairment (MCI), effective digital interventions are urgently needed to support cognitive health in aging populations. Serious Games (SG) show promise in enhancing memory, attention, and executive function; however, complex interfaces may impose additional cognitive load (CL), limiting effectiveness for MCI users. This study examined whether and how SG interface design influences CL in older adults with MCI. A two-stage design was adopted. Study 1 used a randomised experiment comparing SG and Non-game (NG) interfaces in a symbol–position memory task, demonstrating that SG significantly increased subjective CL. Study 2 applied a large-scale survey and Structural Equation Modelling (SEM) to test underlying mechanisms. Results confirmed that Challenge-Skill Balance (CSB) and Perceived Feedback Quality (PFQ) enhanced Ease of Understanding (EOU), Perceived Message Consistency (PMC) improved Attentional Focus (AF), and both EOU and AF reduced CL, validating a chain mediation pathway from interface design to CL. Findings extend Cognitive Load Theory (CLT), Flow Theory, and the Technology Acceptance Model (TAM) to SG contexts, offering theoretical insights and practical guidelines for age-friendly game design. The study underscores that SG are not inherently ‘cognitively effortless’, and benefits depend on interface optimisation that balances engagement with cognitive sustainability

Cognition · Cognitive Load · Interface (matter) · Serious game · User interface · Educational Games and Gamification · Interactive and Immersive Displays · Usability and User Interface Design

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