Abstract
BACKGROUND: With dementia cases increasing worldwide, the demand for creative and accessible strategies to support cognitive health in at-risk older populations has become urgent. Mobile applications offer a valuable method for promoting cognitive wellbeing, particularly for independently living older individuals with mild cognitive impairment (MCI). OBJECTIVE: This preliminary study evaluated the feasibility and usability of a mobile-based cognitive training game among older Korean adults diagnosed with MCI. METHODS: A single-arm experimental design was adopted with 40 participants aged 65 and above who met eligibility criteria on the Korean Mini-Mental State Examination (K-MMSE). Participants used the Descartes Care application three times a week for 12 weeks. Feasibility was assessed through changes in game scores and completion times, while usability was evaluated using participant satisfaction, efficiency, learnability, safety, and intention to reuse. RESULTS: Thirty-eight participants completed the study. Significant improvements were observed in 69% (18 of 26) of mini-games for performance and efficiency (p < 0.05). In terms of feasibility, 88% (23/26) of subgames showed significant score improvements and 62% (16/26) demonstrated reductions in completion time, indicating consistent gains in performance efficiency. Regarding usability, the overall satisfaction score was 6.63, and the retention rate across the 12-week program was 95%, supporting a high level of user acceptability and sustained engagement. Mean scores across all usability domains exceeded 6.0, and participants reported strong intention to continue using and recommending the app. CONCLUSIONS: Findings support the feasibility, safety, and acceptability of mobile technology-based cognitive training for older adults with MCI. This intervention shows promise as an accessible, engaging tool for cognitive health promotion. Future randomized controlled trials are needed to validate efficacy and assess long-term outcomes.