Activation game for older adults — Development and initial user experiences

S. Merilampi, A. Koivisto, J. Virkki
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引用次数: 6

Abstract

The purpose of this study is to introduce a new type of activation game and evaluate the attitudes and user experiences of Chinese elderly people. The game controlling is done with a specific 3D-printed handle and is based on an acceleration sensor. The developed activation game, which requires both cognitive and motor skills was tested with test groups in three Chinese eldercare homes. The game was played by the residents and user feedback was collected by researchers' observations and players' comments in the gaming event. The most significant finding was the positive user experience of the elderly and the experience of the game being both cognitively stimulating and supportive for player activation. The game controller handle was found to be convenient for elderly people as it supports active use of hands, which was seen important by the players. Based on the observations, the developed game also seemed to provide great potential for social interaction. However, also some challenges were noticed, related to the game controller handle and game implementation. These positive finding as well as the discovered challenges are reported in this study. As a conclusion, the results are a strong encouragement for continuing activation game development for older adults.
老年人激活游戏-开发和初始用户体验
本研究的目的是引入一种新型的激活游戏,并评估中国老年人的态度和用户体验。游戏控制是通过一个特定的3d打印手柄和一个加速度传感器来完成的。开发的激活游戏需要认知和运动技能,在三家中国养老院的测试小组中进行了测试。游戏由居民参与,通过研究人员的观察和玩家在游戏活动中的评论收集用户反馈。最重要的发现是老年人的积极用户体验,游戏体验既刺激认知又支持玩家激活。游戏手柄对于老年人来说很方便,因为它支持积极使用手,这一点被玩家们认为很重要。根据观察,开发的游戏似乎也提供了社交互动的巨大潜力。然而,我们也注意到一些与游戏控制器处理和游戏执行相关的挑战。本研究报告了这些积极的发现以及发现的挑战。综上所述,研究结果有力地鼓励了针对老年人的激活游戏开发。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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