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Investigating Gamification for Seniors Aged 75+

Published: 08 June 2018 Publication History

Abstract

Gamification, the use of game elements in non-game contexts, has been successfully used to motivate people to reach their goals more efficiently or turn unpleasant tasks into fun ones. However, most gamified systems are conceptualized for a younger audience and do not account for age-specific changes in the motivation to play or the perception of game elements. To inform the design of gamified applications targeting elderly people (aged 75+), we investigated their gaming experiences, what affects them positively while playing and their attitudes towards the most commonly used game elements. We report findings from semi-structured interviews and a storyboard-based game element assessment (N=18, mean age=84.61), indicating that the main motivation to play is socializing, that participants avoid competition and prefer collaboration and care-taking as well as that badges and points are considered meaningless and provide a level of visibility that puts participants under pressure.

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    cover image ACM Conferences
    DIS '18: Proceedings of the 2018 Designing Interactive Systems Conference
    June 2018
    1418 pages
    ISBN:9781450351980
    DOI:10.1145/3196709
    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 the author(s) 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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    Published: 08 June 2018

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    Author Tags

    1. game elements
    2. interviews
    3. older adults

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    DIS '18 Paper Acceptance Rate 107 of 487 submissions, 22%;
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    • (2024)Behaviors and Perceptions of Human-Chatbot Interactions Based on Top Active Users of a Commercial Social ChatbotProceedings of the ACM on Human-Computer Interaction10.1145/36870228:CSCW2(1-28)Online publication date: 8-Nov-2024
    • (2024)Longitudinal Evaluation of Casual Puzzle Tablet Games by Older AdultsProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661528(2073-2087)Online publication date: 1-Jul-2024
    • (2024)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 1-Nov-2024
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    • (2023)My Iliad: A Ludic Interface Using Ambient Assistive Technology to Promote Aging in PlaceHuman Aspects of IT for the Aged Population10.1007/978-3-031-34917-1_3(31-46)Online publication date: 9-Jul-2023
    • (2022)Design Innovation for Engaging and Accessible Digital Aphasia Therapies: Framework Analysis of the iReadMore App Co-Design ProcessJMIR Neurotechnology10.2196/398551:1(e39855)Online publication date: 18-Oct-2022
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