调查老年人互动体育活动游戏的可用性:一项试点研究

A. Pyae, Mika Luimula, J. Smed
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引用次数: 15

摘要

在这项研究中,我们打算调查老年人对商业游戏和体育活动游戏可用性的反馈,这些游戏是由我们的项目合作者芬兰Puuha集团开发的。我们对两组老年人进行了互动式体育活动游戏的可用性试点测试,这两组老年人在日常生活中运动量适中和运动量较小。我们使用了市售的Xbox One的攀岩游戏和PS3的Play Move Tennis游戏,以及Puuha Group开发的SportWall游戏。我们调查了每个游戏的可用性,并收集了老年人对单个游戏的反馈以及他们在游戏玩法和交互方面的用户体验。结果表明,活动适度的老年人组可以很好地参与可用性测试,而活动不活跃的老年人组由于身体和认知能力的限制,只能在第一次游戏中玩游戏,无法继续游戏。在游戏方面,与商业游戏相比,老年人更喜欢SportWall的滑板游戏,因为它简单易用。根据老年人的反馈,Xbox One的Kinect对他们来说是最简单的,而他们声称PS3的Play Move控制器最难控制。这项初步研究的结果可以为我们提供有用的设计见解,以及老年人对数字游戏对身体康复的看法。此外,这些发现有助于我们在未来的项目中进一步实施和改进游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating the usability of interactive physical activity games for elderly: A pilot study
In this study, we intend to investigate the elderly's feedback towards the usability of commercial games and a physical activity game developed by our project collaborator, Puuha Group, Finland. We conducted a pilot usability testing of interactive physical activity games with two groups of elderly who are moderately active and less active in their daily lives. We used commercially available Xbox One's Climbing game and PS3's Play Move Tennis game, and SportWall game developed by Puuha Group. We investigated the usability of each game and collected the elderly's feedback towards the individual games and their user experiences in gameplay and interaction. The findings showed that moderately active elderly group could participate well in the usability testing whereas the less active elderly group could merely play the game in the first session and they could not continue the gameplay because of their limited physical and cognitive ability. With regard to the games, elderly preferred SportWall's skateboarding game to the commercial games because of its simplicity and ease of play. According to the elderly's feedback, Kinect for Xbox One is the easiest for them whereas they claimed that PS3's Play Move controller is the hardest to control the game. The findings from this pilot study can provide us useful design insights as well as the elderly's perspectives on digital games for physical rehabilitation. Moreover, these findings are helpful for further implementation and enhancement of the games in our future project.
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