24,617 research outputs found

    Exergame design for elderly users: the case study of SilverBalance

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    In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM

    Exploring psychosocial interventions for people with dementia that enhance personhood and relate to legacy- an integrative review

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    Background: Epidemiological predictions suggest that dementia will continue to rise and that this will have social and economic ramifications. Effective interventions, beyond pharmacological management are needed. Psychosocial interventions have largely been investigated in relation to carers of people with dementia, or with regards to their ability to manage dementia symptoms, improve cognition, and reduce challenging behaviour. However, since dementia is a life-limiting illness and people with dementia are at risk of having their personhood compromised, psychosocial interventions should seek to enhance personhood, and offer the potential for the person to leave a legacy. Methods: An integrative review was carried out to identify, assess, appraise and synthesise studies featuring interventions, which relate to both personhood and legacy. Search strategies were developed in key databases: MEDLINE; PsycINFO; Embase; Joanna Briggs Institute; CINAHL; Cochrane Database of Systematic Reviews; ASSIA. Grey literature was also identified through free-text searches. Results: Thirty six articles were included in the final review, these were tabulated and were assessed based on how the intervention related to personhood and legacy. Classification resulted in three themes being identified: Offering aspects of legacy; Acknowledging the person behind the patient; Facilitating meaningful engagement. Generally, personhood aspects of interventions were well reported, but further research is required to explore legacy potential of psychosocial interventions for people with dementia. Conclusion: The integrative review provides an overview and exploration of an under-researched area, and provides directions for future research, which will help expand the evidence base and ultimately help improve patient care for people with dementia and their families

    The role of career adaptability in skills supply

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    Mobile game for the elderly: Bundled Bingo Game

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    The aim of this project is to develop a customized Bingo game based on the user interface guidelines that suit the elderly users. This project targeted to improve the cognitive ability of the elderly with the specifically designed gaming features. In this research, qualitative data will be used to analyze the confidence and acceptance level of the elderly on the mobile digital games, as well as to understand how the elderly interacts with current technologies (mobile devices) and the benefit they can gain from the mobile games. User testing, survey, and result analysis have been done with a group of elderly members from D’Happy club in Petaling Jaya, Malaysia. The results of this project contribute to the development of an elderly friendly mobile game to motivate the elderly’s engagement in mobile gaming, with the will that it could help to delay and decrease the risk of the elderly in developing the Alzheimer’s disease

    Designing games for older adults: an affordance based approach

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    Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

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    Emerging research on video games has suggested that feelings of both enjoyment and meaningfulness can be elicited from gameplay. Studies have shown enjoyment and meaningfulness evaluations to be associated with discrete elements of video games (ratings of gameplay and narrative, respectively), but have relied on closed-end data analysis. The current study analyzed participants’ open-ended reviews of either their “most fun” or “most meaningful” video game experience (N = 575, randomly assigned to either condition). Results demonstrated that “fun” games were explained in terms of gameplay mechanics, and “meaningful” games were explained in terms of connections with players and in-game characters

    Age-related cognitive decline and navigation in electronic environments

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    The older population is increasing, as is life expectancy. Technical devices are becoming more widespread and used for many everyday tasks. Knowledge about new technology is important to remain as an active and independent part of the society. However, if an old user group should have equal access to this technology, new demands will be placed on the design of interfaces and devices. With respect to old users it is and will be important to develop technical devices and interfaces that take the age-related decline in physical and cognitive abilities into account. The aim of this work was to investigate to what extent the age-related cognitive decline affects performance on different computer-related tasks and the use of different interfaces. With respect to the use of computer interfaces, two studies were conducted. In the first study, the information was presented with a hierarchical structure. In the second study the information was presented as a 3D-environment, and it was also investigated how an overview map could support navigation. The third study examined the age-related cognitive decline in the use of a small mobile phone display with a hierarchical information structure. The results from the studies showed that the most pronounced age-related difference was found in the use of the 3D-environment. Within this environment, prior experience was found to have the largest impact on performance. Regarding the hierarchical information structures, prior experience seemed to have a larger impact on performance of easy tasks, while age and cognitive abilities had a larger impact on performance of more complex tasks. With respect to navigation aids, the overview map in the 3D-environment did not reduce the age-differences; however, it contributed to a better perceived orientation and reduced the feeling of being lost
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