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Activation game for older adults - Development and initial user experiences

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review

Details

Original languageEnglish
Title of host publication2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018
PublisherIEEE
Pages1-5
Number of pages5
ISBN (Electronic)9781538662984
DOIs
Publication statusPublished - 29 Jun 2018
Publication typeA4 Article in a conference publication
EventIEEE INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH -
Duration: 1 Jan 1900 → …

Conference

ConferenceIEEE INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH
Period1/01/00 → …

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.

Keywords

  • Activation, cognitive impairment, mobile game, motor impairment, older adults, recreation, self-managed rehabilitation, serious games

Publication forum classification

Field of science, Statistics Finland