Paola Pesántez-Cabrera, M. Acosta, V. Jimbo, Pablo Sinchi, Priscila Cedillo
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引用次数: 4
摘要
人类认知和运动功能的丧失随着年龄的增长而增加,预计未来几年老龄化人口将继续显著增长。在这种情况下,严肃游戏已经成为一种工具,支持卫生专业人员减轻与年龄有关的认知问题。此外,当用户需要适应特定技术时,这些工具提供的可访问性是一个决定性因素。因此,本文基于国际游戏开发者协会(International Game Developers Association)和ISO/IEC 25040提出的游戏可访问性指南(games accessibility Guidelines,简称GAG),提出了一种可访问性模型和评估方法,用于评估老年人对严肃游戏的可访问性。为了验证和确保这项研究的可行性,所提出的方法的每个活动都被应用到一个真实的游戏中,这个游戏是为了提高某些认知功能而创造的(例如,一个Clockwork Brain严肃游戏套件)。
Towards an evaluation method of how accessible serious games are to older adults
The loss of cognitive and motor functions in humans increases with age, and the aging population is expected to continue growing significantly in the following years. In this context, serious games have become a tool that supports health professionals in mitigating age-related cognitive problems. Additionally, the accessibility provided by those tools is a determinant factor when users need to adapt themselves to a particular technology. Therefore, this paper presents an accessibility model and an evaluation method useful for assessing how accessible serious games are to older adults, based on the Games Accessibility Guidelines (GAG) proposed by the International Game Developers Association and the ISO/IEC 25040. In order to validate and ensure the feasibility of this study, each activity of the proposed method has been applied to a real game that was created for improving certain cognitive functions (i.e., A Clockwork Brain suite of serious games).