58 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

    Evaluating social games for kids and teenagers diagnosed with cancer

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    Serious games for health are interactive games with a focus on health care, physical and mental fitness. As it is assumed that social support can also indirectly influence patient's health condition, multiplayer online health games present an innovative approach of improving the player's health condition. In this paper we present the health game prototype "Adventures in Sophoria" developed at the University of Duisburg-Essen with the goal of facilitating the intercommunication of teenagers during cancer treatment. Two versions of the game were implemented, one explicitly referring to cancer and an implicit version with no cancer content. In a between-subjects experimental study with a clinical sample, both versions were compared. Additionally, parents and nursing staff were interviewed in order to evaluate the demand regarding health games. Results suggest that the implicit game version yielded higher enjoyment and acceptance compared to the explicit version. © 2011 IEEE

    Leaving the screen New perspectives in audio-only gaming

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    Presented at the 11th International Conference on Auditory Display (ICAD2005)The design of audio-based computer games possess several chal- lenges. In this paper we discuss both, the technical perspectives in the development, as well as the aesthetics in the design of audio- only computer games. We do not restrict our target audience to the visually impaired only, and assume that audiogames can be played and enjoyed by everyone. We further think that audio-only com- puter games, and audio based user interfaces in general, offer huge potentials in the form of mobile devices that can be used every- where and for nearly every application, including gaming. For this work we played and analyzed several existing audio- only computer games regarding their structure, aim, storytelling, sonification and the possible interactions, and derived some basic rules that are important for a successful game design and develop- ment. We further added additional techniques, which we believe are necessary to achieve a higher level of immersion and which assist in the perception and play of such games. To evaluate our concepts, we designed three simple action games and one story based adventure, that we integrated into our audio framework

    Designing and evaluating digital games for frail elderly persons

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    Game research increasingly addresses human factors of gaming. Though more and more seniors become players, game design for frail elderly has rarely been explored. This paper addresses game design for senior citizens experiencing age-related changes, especially cognitive and physical limitations. We introduce and evaluate the case study SilverPromenade, which is specifically aimed at providing institutionalized frail elderly with a new leisure activity. SilverPromenade allows players to go on virtual walks while accounting for special needs regarding game complexity, and simplistic interaction paradigms are provided using Nintendo's Wii Remote and the Balance Board for game control. Evaluation results suggest that despite age-related impairments, the game was generally accessible to elderly persons. Yet, differences between inexperienced and experienced players were observed which suggest that interaction problems may be reduced by engaging with games over a longer time. Findings also indicate that the engagement of elderly players transcends into their everyday life, and their social interaction increases among one another. Most importantly, the evaluation showed that games were perceived as enjoyable leisure activity, supporting the approach of applying digital games to raise the quality of life among frail elderly by fostering activity. Copyright 2011 ACM

    Brief history of serious games

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    Serious Games are now an established field of study. In this field most would attribute the rise of Serious Games to Clark C Abt’s creation of the term in 1970, or indeed Ben Sawyer’s popularization of it in 2002. However, considering the rich history of purposing non-digital games, itself preceded by discussions of purposing play that are traceable to the work of Plato, it can be said that Serious Games is a contemporary manifestation of centuries old theories and practices. In this chapter, we explore the pre-history of Serious Games, beginning with the suggested purpose, and purposing of play. Throughout this historical review we identify key in research and practice that are apparent in the contemporary Serious Games field

    Formalizing the potential of stereoscopic 3D user experience in interactive entertainment

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    The use of stereoscopic 3D vision affects how interactive entertainment has to be developed as well as how it is experienced by the audience. The large amount of possibly impacting factors and variety as well as a certain subtlety of measured effects on user experience make it difficult to grasp the overall potential of using S3D vision. In a comprehensive approach, we (a) present a development framework which summarizes possible variables in display technology, content creation and human factors, and (b) list a scheme of S3D user experience effects concerning initial fascination, emotions, performance, and behavior as well as negative feelings of discomfort and complexity. As a major contribution we propose a qualitative formalization which derives dependencies between development factors and user effects. The argumentation is based on several previously published user studies. We further show how to apply this formula to identify possible opportunities and threats in content creation as well as how to pursue future steps for a possible quantification

    Designing stereoscopic information visualization for 3D-TV: What can we learn from S3D gaming?

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    This paper explores graphical design and spatial alignment of visual information and graphical elements into stereoscopically filmed content, e.g. captions, subtitles, and especially more complex elements in 3D-TV productions. The method used is a descriptive analysis of existing computer- and video games that have been adapted for stereoscopic display using semi-automatic rendering techniques (e.g. Nvidia 3D Vision) or games which have been specifically designed for stereoscopic vision. Digital games often feature compelling visual interfaces that combine high usability with creative visual design. We explore selected examples of game interfaces in stereoscopic vision regarding their stereoscopic characteristics, how they draw attention, how we judge effect and comfort and where the interfaces fail. As a result, we propose a list of five aspects which should be considered when designing stereoscopic visual information: explicit information, implicit information, spatial reference, drawing attention, and vertical alignment. We discuss possible consequences, opportunities and challenges for integrating visual information elements into 3D-TV content. This work shall further help to improve current editing systems and identifies a need for future editing systems for 3DTV, e.g., live editing and real-time alignment of visual information into 3D footage
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