5 research outputs found
Motion Tracking Exergames for Elderly Users
This paper reports the results from the field tests of two custom made exergames, based on a commercial off-the-shelf technology, aimed for the elderly people. First game resembles the guided mobility and stretching class, and the second one is more game-like with youthful theme and active movement. Both exergames were tested on two sites, urban and rural setting, totaling 19 elderlies. Usability findings are reported in a form of System Usability Scale (SUS) score analysis, and playability aspects as a Game Experience Questionnaire (GEQ) analysis. Results from the questionnaires are supplemented with observation and interview material. The second game, which had more familiar setting and appropriate pacing, received positive feedback and higher scores from the tests. Based on this material we discuss about the design of exergames aimed for the elderly persons who are not experienced computer game players, the importance of graphical clarity and the need for specialized game experience questionnaire for the elderlies.</p
Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan
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 designed for elderly people. 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.</p
Gamified Solutions in Healthcare - Testing Rehabilitation Games in Finland and Asia
This paper presents a comprehensive summary of the Gamified Solutions in
Healthcare (GSH) research project, which is a joint research project between
Turku University of Applied Sciences and the University of Turku. The goal
of the project is to promote exercise, social inclusiveness and enhance
quality of life, aiming at developing new services and effective activity
solutions for the elderly through gamification. During the research project
elderly people were included in the development and testing of games so that
they could be used for more than just entertainment purposes. According to
all of our tests elderly enjoy playing exergames, and digital games can be an
effective way to enhance the quality of life of the elderly. In the case studies
it was observed that the players where motivated while playing but
motivation should also be maintained throughout the gameplay. The elderly
gave overall positive feedback for the idea of using digital activity games for
exercising.
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Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan
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