Development and Usability Study of Older Adults in Motion-Captured Serious Game Incorporating Olfactory Stimulations
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Background and Objectives: This study developed SENSO™, a motion-captured virtual reality serious game incorporating multisensory stimulations (visual, auditory, olfactory) to enhance cognitive and motor function in older adults. The objective was to evaluate its usability and performance among healthy seniors, establishing baselines for MCI or dementia risk prediction. Methods: SENSO™ features three teahouse-themed games: Dim Sum (selection/placement), Steamer (timing/sequencing), and Cashier (counting/transactions), delivered via motion capture and olfactory cues in a controlled setting. Complete datasets were obtained from 41 older adults (aged 60+). Quantitative analysis included System Usability Scale (SUS) surveys and age-stratified performance metrics (accuracy, completion time) derived from game logs to investigate the user experience. Results: Participants were grouped by age: 60–69 (n=22), 70–79 (n=17), and ≥80 years (n=2). SUS scores indicated high confidence in system use (mean=82/100), reflecting intuitive design adaptable to diverse technical proficiencies. Performance analysis showed no significant age differences in the Dim Sum task (age-neutral), but pronounced declines in the Steamer task due to higher cognitive/motor demands, and notable trends toward decline in the Cashier task. These findings suggest prioritizing Steamer task adaptations (e.g., simplified interfaces, olfactory cues) to mitigate age-related gaps and enhance therapeutic value for MCI prevention. Conclusion: SENSO™ demonstrates strong usability and age-differentiated performance among healthy older adults, providing normative baselines. Olfactory-enhanced adaptations for demanding tasks can optimize therapeutic efficacy, supporting non-pharmacological interventions to preserve cognitive function. Future longitudinal studies will validate predictive utility.