4,200 research outputs found

    Gen X and Digital Games: Looking back to look forward

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    Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generation’s gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players

    Transformational government and assistive web base technologies

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    Transformational government has been on the European agenda for several years. However, progress towards realising the full potential of ICT to transform public services for older adults with age related cognitive impairments has been very limited. Highlighting such limitations this paper demonstrates how assistive web base technologies can be developed to improve the public services for older adults with age related cognitive impairments. However the paper argues that these transformations can be obstructed if there is no strong leadership and political commitment from people at many levels in public sectors and governments

    Evaluating the impact of physical activity apps and wearables: interdisciplinary review

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    Background: Although many smartphone apps and wearables have been designed to improve physical activity, their rapidly evolving nature and complexity present challenges for evaluating their impact. Traditional methodologies, such as randomized controlled trials (RCTs), can be slow. To keep pace with rapid technological development, evaluations of mobile health technologies must be efficient. Rapid alternative research designs have been proposed, and efficient in-app data collection methods, including in-device sensors and device-generated logs, are available. Along with effectiveness, it is important to measure engagement (ie, users’ interaction and usage behavior) and acceptability (ie, users’ subjective perceptions and experiences) to help explain how and why apps and wearables work. Objectives: This study aimed to (1) explore the extent to which evaluations of physical activity apps and wearables: employ rapid research designs; assess engagement, acceptability, as well as effectiveness; use efficient data collection methods; and (2) describe which dimensions of engagement and acceptability are assessed. Method: An interdisciplinary scoping review using 8 databases from health and computing sciences. Included studies measured physical activity, and evaluated physical activity apps or wearables that provided sensor-based feedback. Results were analyzed using descriptive numerical summaries, chi-square testing, and qualitative thematic analysis. Results: A total of 1829 abstracts were screened, and 858 articles read in full. Of 111 included studies, 61 (55.0%) were published between 2015 and 2017. Most (55.0%, 61/111) were RCTs, and only 2 studies (1.8%) used rapid research designs: 1 single-case design and 1 multiphase optimization strategy. Other research designs included 23 (22.5%) repeated measures designs, 11 (9.9%) nonrandomized group designs, 10 (9.0%) case studies, and 4 (3.6%) observational studies. Less than one-third of the studies (32.0%, 35/111) investigated effectiveness, engagement, and acceptability together. To measure physical activity, most studies (90.1%, 101/111) employed sensors (either in-device [67.6%, 75/111] or external [23.4%, 26/111]). RCTs were more likely to employ external sensors (accelerometers: P=.005). Studies that assessed engagement (52.3%, 58/111) mostly used device-generated logs (91%, 53/58) to measure the frequency, depth, and length of engagement. Studies that assessed acceptability (57.7%, 64/111) most often used questionnaires (64%, 42/64) and/or qualitative methods (53%, 34/64) to explore appreciation, perceived effectiveness and usefulness, satisfaction, intention to continue use, and social acceptability. Some studies (14.4%, 16/111) assessed dimensions more closely related to usability (ie, burden of sensor wear and use, interface complexity, and perceived technical performance). Conclusions: The rapid increase of research into the impact of physical activity apps and wearables means that evaluation guidelines are urgently needed to promote efficiency through the use of rapid research designs, in-device sensors and user-logs to assess effectiveness, engagement, and acceptability. Screening articles was time-consuming because reporting across health and computing sciences lacked standardization. Reporting guidelines are therefore needed to facilitate the synthesis of evidence across disciplines

    How Old are You, Really?: Cognitive vs. Chronological Age in Technology Acceptance Decisions

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    With increasing trends toward global aging and accompanying tendencies of (older) individuals to feel younger than they actually are, an important research question to ask is whether factors influencing IT acceptance are the same across individuals who perceive themselves to be as old as they actually are (i.e., cognitive age = chronological age) and those that perceive themselves to be younger than they actually are (i.e., cognitive age \u3c chronological age). We conduct an empirical analysis comparing these two groups in the context of mobile data services (MDS). Our results show that for the ―young at heart‖, perceived usefulness, perceived ease of use and perceived enjoyment play significant roles in their IT acceptance decisions, whereas for those who perceive themselves to be as old as they actually are, perceived ease of use and subjective norms were significant. Implications for research and practice are discussed

    Long-term use of motion-based video games in care home settings

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    Recent research suggests that motion-based video games have the potential to provide both mental and physical stimulation for older adults in residential care. However, little research has explored the practical challenges and opportunities that arise from integrating these games within existing schedules of activities in these contexts. In our work, we report on a qualitative enquiry that was conducted over a three month period at two long-term care facilities. Findings suggest that older adults enjoyed playing video games, and that games can be a valuable means of re-introducing challenge in late life, but that the impact of age-related changes and impairment can influence people’s ability to engage with games in a group setting. We outline core challenges in the design for care context and discuss implications of our work regarding the suitability of games as a self-directed leisure activity

    Exploring Strategies in Website Development in Human-Computer Interaction for Older Adults Over 65: A Case Study

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    Human-computer interaction (HCI) website developers often lack the understanding necessary to build interfaces to meet accessibility requirements for older adults over 65. Adults over 65 often have difficulty using computer technology to access information over the Internet and are slow to adapt because websites are not fully accessible to older adults. Grounded in the technology acceptance model, the purpose of this qualitative multiple-case study was to explore strategies that HCI website developers use to build interfaces to meet accessibility requirements for older adults over 65. The participants were four HCI website developers from four website development companies in the New York City metropolitan area of the United States. Data were collected using semi-structured interviews and organizational documents. Using thematic analysis, the major themes found were ease of readability and accessibility, ease of navigation and simplicity, and the importance of feedback. A key recommendation is for web designers and developers to use best practices and guidelines identified by the World Wide Web Consortium to create accessible websites for adults over 65. The implications for positive social change include the potential to improve the number of websites that are easier to use for older adults, thus providing benefits to older adults by enriching their worlds, allowing their families to use distance communication to interact with them, and affording health providers with an avenue to have more contact with the older adults

    Investigating Age-Related Factors in Phishing Susceptibility: A Focus on Decision-Making Processes in HCI Context

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    The widespread adoption of digital interfaces, amplified by the worldwide drive for digital inclusion, presents unique challenges, especially for older adults navigating the online realm. This research investigates aging populations\u27 pronounced susceptibility to phishing schemes—a sophisticated digital threat with significant financial and societal implications. This study seeks to explore human-computer interaction (HCI) security for older adults, examining the interplay of heuristic and deliberate decision-making processes while accounting for age-related cognitive changes, behavioural attributes, and experiential factors. A comprehensive 2x2x2 factorial experimental design is proposed, which integrates variances in message themes (health and finance), gain-loss framing, and age disparities. The research harnesses Neuro Information Systems (NeuroIS) techniques, including EEG and eye-tracking, combined with questionnaires, to capture users\u27 dynamic perceptions during phishing encounters. The anticipated findings aspire to shape HCI guidelines tailored for aging populations while contributing to developing user-centric security awareness programs and digital interfaces, mitigating cyber threat repercussions

    Chasing the Chatbots: Directions for Interaction and Design Research

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    Big tech-players have been successful in pushing the chatbots forward. Investments in the technology are growing fast, as well as the number of users and applications available. Instead of driving investments towards a successful diffusion of the technology, user-centred studies are currently chasing the popularity of chatbots. A literature analysis evidences how recent this research topic is, and the predominance of technical challenges rather than understanding users’ perceptions, expectations and contexts of use. Looking for answers to interaction and design questions raised in 2007, when the presence of clever computers in everyday life had been predicted for the year 2020, this paper presents a panorama of the recent literature, revealing gaps and pointing directions for further user-centred research
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