DOI: 10.3390/app16168243 ISSN: 2076-3417

Game-Based Interaction for Older Adults in Care Settings: Field Deployment and Multimodal Behavioral Data Processing

Qinzi Li, Zichao Zhou, Yangwei Ying, Hong Zhou

Care settings need short, accessible digital activities that encourage older adults to participate while generating process data during ordinary interaction. We developed a game-based platform with four activities: reflective choice, guided breathing, reminiscence, and artistic expression. Session video, interaction logs, and field notes were organized in a context-preserving multimodal framework. This exploratory seven-module field study included 12 older adults aged 65–90 years in a hospital-affiliated care setting. Ten participants completed all seven scheduled modules, and 81 of 84 planned module sessions were completed; some participants completed multiple modules on the same calendar day. Seventy-two videos were analyzable, representing 88.9% of completed module sessions (72/81). Across 251 activity selections, reminiscence was selected most often; mouse control and navigation were the main operating difficulties. Two raters independently annotated forty 10 s field-video clips. Target-face tracking was stable or basically stable in 90% of clips. Gaze-deviation detection achieved 87.5% accuracy and a macro-F1 of 0.871, while macro-expression classification achieved 67.5% accuracy and a macro-F1 of 0.610. The findings demonstrate a context-preserving field method for structured process records. The algorithms are auxiliary tools, and facial-expression outputs should not be interpreted as direct measures of emotion, cognition, or clinical status.

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