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Interactive somatosensory game rehabilitation represents a significant advancement in cognitive therapy for older adults diagnosed with mild cognitive impairment. By integrating gesture-controlled technology with nostalgic design elements, this approach aims to overcome the limitations of traditional, repetitive rehabilitation methods. The primary thesis posits that intuitive, game-based interfaces increase user motivation and engagement, thereby improving the overall efficacy of cognitive training programs compared to conventional card recognition exercises.
Quantitative analysis confirms the superiority of this somatosensory approach, as evidenced by a System Usability Scale score of 73.7, which classifies the system as having above-average usability. In contrast, traditional card recognition methods scored significantly lower at 58.0, indicating poor user experience and lower engagement potential. These findings suggest that the physical interaction required by gesture-based systems facilitates a more natural learning curve, particularly for individuals who lack prior experience with digital rehabilitation tools. Furthermore, the data indicates that prior exposure to rehabilitation does not influence user acceptance, suggesting that the system is broadly accessible to a diverse range of patients.
The scope of this research focuses on the intersection of geriatric care, human-computer interaction, and cognitive health. By validating the technical and psychological benefits of motion-sensing technology, the study establishes a framework for future clinical applications, including the potential for remote telemedicine integration. Ultimately, the transition toward interactive, technology-driven rehabilitation offers a viable pathway for enhancing long-term patient compliance and therapeutic outcomes in aging populations.
Serious Games Society · 2025