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Designing and evaluating digital games for frail elderly persons

Published: 08 November 2011 Publication History

Abstract

Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo's Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time. Findings also indicate that the engagement of elderly players transcends into their everyday life, and their social interaction increases among one another. Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering activity.

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  • (2024)A Case of Designing a Game to Support Older Adults in a Community Setting: Implications for Supporting Active TogethernessHuman Aspects of IT for the Aged Population10.1007/978-3-031-61546-7_13(193-212)Online publication date: 1-Jun-2024
  • (2023)The Application of a Serious Game Framework to Design and Develop an Exergame for Patients with Heart Failure (Preprint)JMIR Formative Research10.2196/50063Online publication date: 18-Jun-2023
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cover image ACM Other conferences
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
November 2011
562 pages
ISBN:9781450308274
DOI:10.1145/2071423
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 08 November 2011

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Author Tags

  1. accessibility
  2. evaluation
  3. frail elderly
  4. game design
  5. game usability
  6. interface design
  7. player experience
  8. silver gaming

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Cited By

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  • (2024)The Age-Reward Perspective: A Systematic Review of Reward Mechanisms in Serious Games for Older PeopleProceedings of the 2024 ACM International Conference on Interactive Media Experiences10.1145/3639701.3656327(168-181)Online publication date: 7-Jun-2024
  • (2024)A Case of Designing a Game to Support Older Adults in a Community Setting: Implications for Supporting Active TogethernessHuman Aspects of IT for the Aged Population10.1007/978-3-031-61546-7_13(193-212)Online publication date: 1-Jun-2024
  • (2023)The Application of a Serious Game Framework to Design and Develop an Exergame for Patients with Heart Failure (Preprint)JMIR Formative Research10.2196/50063Online publication date: 18-Jun-2023
  • (2023)A Review of Prototyping and Evaluating Approaches for Social Exergames Targeting Older AdultsProceedings of the Eleventh International Symposium of Chinese CHI10.1145/3629606.3629621(146-157)Online publication date: 13-Nov-2023
  • (2023)Exploring Tangible User Interface Design for Social Connection Among Older Adults: A Preliminary ReviewExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585722(1-9)Online publication date: 19-Apr-2023
  • (2023)Designing Pervasive Games Oriented Towards the Elderly: A Case StudyInformation and Communication Technologies for Ageing Well and e-Health10.1007/978-3-031-37496-8_13(234-255)Online publication date: 14-Jul-2023
  • (2022)Duality Board: An Asymmetric Remote Gaming Platform with Mobile Robots and the Digital Twins2022 17th ACM/IEEE International Conference on Human-Robot Interaction (HRI)10.1109/HRI53351.2022.9889544(1035-1039)Online publication date: 7-Mar-2022
  • (2022)Exploring Design Guidelines of Mobile Exergame for Older Adults2022 8th International HCI and UX Conference in Indonesia (CHIuXiD)10.1109/CHIuXiD57244.2022.10009875(71-76)Online publication date: 19-Nov-2022
  • (2022)Re-framing engagement for applied games: A conceptual frameworkEntertainment Computing10.1016/j.entcom.2021.10047541(100475)Online publication date: Mar-2022
  • (2021)Wii or Kinect? A Pilot Study of the Exergame Effects on Older Adults’ Physical Fitness and Psychological PerceptionInternational Journal of Environmental Research and Public Health10.3390/ijerph18241293918:24(12939)Online publication date: 8-Dec-2021
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