EFFECTIVENESS OF A GAME-BASED RECREATION PROGRAM ON COGNITIVE ABILITIES AMONG OLDER ADULTS: A COMPARATIVE AND FOLLOW-UP STUDY
Main Article Content
Abstract
This study aimed to 1) Examine the effect of a game-based recreation program on cognitive abilities among older adults in the experimental and comparison groups, and 2) Examine the maintenance of the effect at the 3-month follow-up. A quasi-experimental two-group design with repeated measurements at three time points was employed. The participants were 60 older adults in Nakhon Nayok Province, with 30 participants in the experimental group and 30 in the comparison group. The experimental group participated in the program for 8 weeks, once a week for 3 hours per session, while the comparison group continued their usual activities. Cognitive abilities were assessed using the Thai Mental State Examination (TMSE) before the intervention, after completion of the program, and at the 3-month follow-up. Data were analyzed using descriptive statistics, an independent-samples t-test, and mixed repeated-measures analysis of variance. The results showed that the mean TMSE scores of the experimental group at the three time points were 23.13, 24.20, and 25.63, respectively, while those of the comparison group were 23.37, 23.17, and 23.30, respectively. A statistically significant group-by-time interaction was found, F(2, 116) = 27.71, p < .001, partial η² = .323. Pairwise comparisons showed that the experimental group had a significantly higher score after completion of the program than before the intervention (p < .01), and the score at the 3-month follow-up was significantly higher than both the pre-intervention and post-intervention scores (p < .001). These findings indicate that the game-based recreation program was effective in promoting cognitive abilities among older adults, with the effect remaining evident at the 3-month follow-up, supporting the application of the program to promote cognitive abilities among older adults in community settings.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
References
กรมกิจการผู้สูงอายุ. (2565). แผนปฏิบัติการด้านผู้สูงอายุ ระยะที่ 3 (พ.ศ. 2566 - 2580). เรียกใช้เมื่อ 29 สิงหาคม 2569 จาก https://www.dop.go.th/th/laws/1/28/843
กลุ่มฟื้นฟูสมรรถภาพสมอง. (2536). แบบทดสอบสมรรถภาพสมองของไทย (Thai Mental State Examination: TMSE). สารศิริราช, 45(6), 359-374.
อธิชา มูลเทียนทอง และคณะ. (2566). ผลของโปรแกรมเกมกระดานบริหารสมองต่อการรู้คิดในผู้สูงอายุ. พยาบาลสาร มหาวิทยาลัยเชียงใหม่, 50(1), 271-283.
Austin, D. R. (2004). Therapeutic recreation: Processes and techniques. (5th ed.). Urbana, Illinois: Sagamore Publishing.
Chen, P.-J. et al. (2022). Effects of tabletop games on cognition in older adults: A systematic review and meta-analysis. Games for Health Journal, 11(4), 225-235.
Chusri, O. et al. (2026). Effect of board games with mobile applications on cognition in older adults with mild cognitive impairment: A quasi-experimental study. International Journal of Community Based Nursing and Midwifery, 14(2), 96-109.
Cohen, J. (1988). Statistical power analysis for the behavioral sciences. (2nd ed.). Hillsdale, NJ: Lawrence Erlbaum Associates.
Estrada-Plana, V. et al. (2021). Cognitive training with modern board and card games in healthy older adults: Two randomized controlled trials. International Journal of Geriatric Psychiatry, 36(6), 839-850.
Faul, F. et al. (2007). G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences. Behavior Research Methods, 39(2), 175-191.
Iizuka, A. et al. (2019). Can cognitive leisure activity prevent cognitive decline in older adults? A systematic review of intervention studies. Geriatrics & Gerontology International, 19(6), 469-482.
Kunrit, P. et al. (2025). Effectiveness of a brain exercise program using game-based cognitive enhancement to reduce mild cognitive impairment among older adults in Pathum Thani Province, Thailand: A quasi-experimental study. Osong Public Health and Research Perspectives, 16(1), 59-71.
Leethong-in, M. et al. (2021). The impact of a brain exercise program on cognitive functions among rural Thai older adults: A quasi-experimental study. Asia-Pacific Journal of Science and Technology, 26(2), APST-26. https://doi.org/10.14456/apst.2021.18
Rossman, J. R. & Schlatter, B. E. (2015). Recreation programming: Designing and staging leisure experiences. (7th ed.). Urbana, IL: Sagamore Publishing.
Tantisatirapong, S. et al. (2021). The design of cognitive training games for the Thai elderly. ECTI Transactions on Electrical Engineering, Electronics, and Communications, 19(3), 289-297.
Wang, G. et al. (2021). Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression. Archives of Gerontology and Geriatrics, 92, 104260. https://doi.org/10.1016/j.archger.2020.104260
World Health Organization. (2021). Decade of healthy ageing: Baseline report. Geneva: World Health Organization.