scholarly journals Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan

Author(s):  
Aung Pyae ◽  
Tapani Joelsson ◽  
Teppo Saarenpää ◽  
Luimula Mika ◽  
Christina Kattimeri ◽  
...  

Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not senior-friendly. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.

Author(s):  
Bob De Schutter

Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.


2017 ◽  
Vol 9 (4) ◽  
pp. 265-283 ◽  
Author(s):  
Aung Pyae ◽  
Tapani N. Liukkonen ◽  
Luimula Mika ◽  
Christina Kattimeri ◽  
Veroline Cauberghe ◽  
...  

Attitudes and motivation towards physical exercises play a vital role for elderly people’s adherence to exercise. In recent years, digital games have been used to enhance elderly people’s experiences in physical exercises. However, there is a limited number of studies regarding elderly people’s attitudes and motivation towards digital game-based exercises. In this study, we aim at investigating the Finnish elderly people’s attitudes towards physical and digital game-based exercises, as well as their motivation in the gameplay. Furthermore, we intend to investigate if digital games can be an alternative way of exercising for elderly people. We conducted a user experience test of the “Skiing Game” with 21 elderly participants in Finland. We applied both qualitative (e.g. interview) and quantitative (e.g. questionnaires) methods to collect data from the participants. Then, we analyzed the data by using SPSS and Nvivo. The findings show that the Finnish elderly people’s attitudes towards physical exercises are more positive than digital game-based exercises. However, their attitudes towards digital games have become more positive after the gameplay. Their in-game and post-game user experiences were moderately positive. Their motivation to play digital game-based exercises was moderately high after the gameplay. Their feedback towards the Skiing game was positive. They recommend that digital game-based exercises can be an effective way of exercising. Based on these findings, we recommend that digital games are promising to be used as an alternative way of exercising for the Finnish elderly people. The discussion in this study can help researchers gain insights about using digital games for promoting elderly people’s participation in physical exercises.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


Author(s):  
Shihan Wang ◽  
Karlijn Sporrel ◽  
Herke van Hoof ◽  
Monique Simons ◽  
Rémi D. D. de Boer ◽  
...  

Just-in-time adaptive intervention (JITAI) has gained attention recently and previous studies have indicated that it is an effective strategy in the field of mobile healthcare intervention. Identifying the right moment for the intervention is a crucial component. In this paper the reinforcement learning (RL) technique has been used in a smartphone exercise application to promote physical activity. This RL model determines the ‘right’ time to deliver a restricted number of notifications adaptively, with respect to users’ temporary context information (i.e., time and calendar). A four-week trial study was conducted to examine the feasibility of our model with real target users. JITAI reminders were sent by the RL model in the fourth week of the intervention, while the participants could only access the app’s other functionalities during the first 3 weeks. Eleven target users registered for this study, and the data from 7 participants using the application for 4 weeks and receiving the intervening reminders were analyzed. Not only were the reaction behaviors of users after receiving the reminders analyzed from the application data, but the user experience with the reminders was also explored in a questionnaire and exit interviews. The results show that 83.3% reminders sent at adaptive moments were able to elicit user reaction within 50 min, and 66.7% of physical activities in the intervention week were performed within 5 h of the delivery of a reminder. Our findings indicated the usability of the RL model, while the timing of the moments to deliver reminders can be further improved based on lessons learned.


2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


2012 ◽  
Vol 24 (10) ◽  
pp. 1581-1591 ◽  
Author(s):  
Koen Meeussen ◽  
Lieve Van den Block ◽  
Michael Echteld ◽  
Nicole Boffin ◽  
Johan Bilsen ◽  
...  

ABSTRACTBackground: Large-scale nationwide data describing the end-of-life characteristics of older people with dementia are lacking. This paper describes the dying process and end-of-life care provided to elderly people with mild or severe dementia in Belgium. It compares with elderly people dying without dementia.Methods: A nationwide retrospective mortality study was conducted, via representative network of general practitioners (GPs) in 2008 in Belgium, with weekly registration of all deaths (aged ≥ 65) using a standardized form. GPs reported on diagnosis and severity of dementia, aspects of end-of-life care and communication, and on the last week of life in terms of symptoms that caused distress as judged by the GP, and the patients’ physical and cognitive abilities.Results: Thirty-one percent of our sample (1,108 deaths) had dementia (43% mildly, 57% severely). Of those, 26% died suddenly, 59% in care home, and 74% received palliative treatment, versus 37%, 19%, and 55% in people without dementia. GP–patient conversations were less frequent among those with (45%) than those without (73%) dementia, and 11% of both groups had a proxy decision-maker. During the last week of life, physical and psychological distress was common in both groups. Of older people with dementia, 83% were incapable of decision-making and 83% were bedridden; both significantly higher percentages than found in the group without dementia (24% and 52%).Conclusions: Several areas of end-of-life care provision could be improved. Early communication and exploration of wishes and appointment of proxy decision-makers are important components of an early palliative care approach which appears to be initiated too infrequently.


Author(s):  
Daniela Ramos ◽  
Bruna Santana Anastácio ◽  
Gleice Assunção da Silva ◽  
Clarissa Venturieri ◽  
Naomi Stange ◽  
...  

In addition to entertainment, games have been recognized as enhancers of cognition and associated with increased motivation in the school learning context. The possibility of immersion and active player participation is considered a distinguished aspects of game design. Therefore, this study proposed the application of Brain School’s digital games using tablets during a school year, with weekly interventions of 50 minutes in a class of the second year of elementary school. Twenty-five students were analyzed with an average of eight years old. At the end of the interventions, the evaluation was carried out through individual interviews. The results revealed that most of children felt motivated to participate in the games activities. However, there was no association between level of motivation and cognitive skills investigated (attention and problem solving), nor between preferred games and cognitive skills trained. However, qualitative data showed that children liked using games and acknowledged that the activity contributed with the exercise of their abilities. In general, this research contributed to reinforcing the importance of the diversification of methodological strategies which include the use of digital games in education.


Author(s):  
А.В. Марусин ◽  
О.А. Макеева ◽  
К.В. Вагайцева ◽  
А.В. Бочарова ◽  
М.Г. Сваровская ◽  
...  

Physiological changes in the brain with natural aging and the development of dementia have a common genetic basis, which makes it important to search for genetic variants that delineate the natural decline in cognitive abilities with age and dementia of the Alzheimer’s type. Objective: the search for the relationship between two polymorphic variants (rs429358 and rs7412) APOE gene and their protein isoforms (apoE) with the variability of cognitive functions in the elderly, determined by Montreal Cognitive Assessmnet (MoCA) total score. The study was performed on a group of 695 elderly people (177 men and 518 women) tested by a battery of MoCA tests. Genotyping was carried out by real-time PCR using TaqMan probes. The analysis of genotypic variability associations with the nominal trait was performed by the Kruskel-Wallis and the median test nonparametric methods.It was shown that the rs429358*C allele carriers and protein isoforms e4/e4+e2/e4+e3/e4 carriers in comparison with the e3/e3 homozygous have the greatest risk of decreased cognitive abilities in old age (OR (95% CI) was 1.51 (1.09 - 2.10), c = 6.66, p = 0.01 and OR = 1.64, 95% CI (1.11 - 2.44), c = 6.76, p = 0.009, respectively). Probably, the revealed associations indicate to the presence of common genes and mechanisms for dementia and intellect with normal variability of cognitive functions inheritance.


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