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As previously described by Chang et al [11], at a 95% power and 5% 2-tailed significance level, complete data from at least 15 participants are required to accurately detect differences in the usability analysis. We analyzed power using the G*Power 3.1 software (University of Kiel) [30]. Descriptive statistical data are reported as the mean and SD. Distributions of continuous variables were evaluated using the Shapiro-Wilk test.
JMIR Serious Games 2025;13:e50669
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The background of this game was based on nostalgic designs created by Chang [46], who reinterpreted the nostalgic Taiwanese grocery store scene. Unlike the convenience stores today, the traditional grocery stores in the 1960s sold not only rice, oil, salt, sauce, and tea, but also various colorful dried fruit preserves that filled the shelves of the entire store, making it a common memory of people in the 1960s (Figure 4).
JMIR Serious Games 2022;10(3):e38465
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