Overlooking the cognitive cost of serious game design? a two-stage study on interface and load in MCI
Bibliographic Data
| ID | 21452098 |
|---|---|
| Authors | Liyan 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) |
| Year | 2025 |
| Pages | 1-16 |
| Publication date | 2025-12-20 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Behaviour and Information Technology (JOURNAL) |
| Journal identifiers | ISSN: 0144-929X • E-ISSN: 1362-3001 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/0144929x.2025.2604586 |
| OpenAlex | W4417526092 |
| Language | EN |
| References cited | 115 |
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
Technology acceptance model in educational context
Distracted and confused?
Understanding Cognitive Load in Digital and Online Learning
Attention, Distraction, and Cognitive Control Under Load
Cognitive-Load Theory
Mild cognitive impairment
Working Memory and Attention – A Conceptual Analysis and Review
Statistical power analyses using G*Power 3.1
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Cognitive Load During Problem Solving
Use of serious games with older adults
Feedback quality and divided attention
Feedback quality and performance in organisations
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Interface and interaction design
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The benefit of removing information from working memory
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Decision-Making Under Ambiguity or Risk in Individuals With Alzheimer’s Disease and Mild Cognitive Impairment
Interface Design for Products for Users with Advanced Age and Cognitive Impairment
The Impact of Interface Design Element Features on Task Performance in Older Adults
Cognitive control, intentions, and problem solving in skill learning
| Citation velocity | historical |
|---|---|
| Highly cited | No |