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Play for the Elderly - Effect Studies of Playful Technology

机译:为老年人而玩-嬉戏技术的效果研究

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This paper addresses play for the elderly, and how playware can act as a play force that pushes people into a play dynamics. Play is a free and voluntary activity that we do for no other purpose than the play and enjoyment. Nevertheless, we may observe collateral effects of play amongst the elderly, e.g. in terms of health effects. The paper presents both qualitative and quantitative studies of the effect of play amongst elderly. For instance, it is shown how playful training on modular interactive tiles show statistical significant effects on all the test measures of elderly functional abilities (e.g. balancing, strength, mobility, agility, endurance) after merely 13 group training sessions during which each elderly play (exercise) for just 12-13 min. Hence, the statistical significant effects are obtained after just 2-3 h of total playing time with such playful technology. In play, the elderly seem to forget about time and place (e.g. forget about their possible fear of falling and physical limitations), and thereby achieve the remarkable collateral effect on their health.
机译:本文探讨了老年人的游戏,以及游戏软件如何充当将人们推向游戏动态的游戏力量。玩耍是一项免费的自愿性活动,我们除玩耍和娱乐外没有其他目的。不过,我们可能会观察到老年人玩游戏的附带影响,例如在健康方面。本文介绍了对老年人的游戏效果的定性和定量研究。例如,显示了在仅每位老人玩的13次小组训练之后,在模块化互动砖上进行的嬉戏训练如何对老年人功能能力的所有测试指标(例如,平衡,力量,移动性,敏捷性,耐力)的测试显着地产生统计学显着影响(运动)仅12-13分钟。因此,在这种嬉戏技术的总播放时间中,仅需2-3小时即可获得统计上显着的效果。在游戏中,老年人似乎忘记了时间和地点(例如,忘记了他们可能对跌倒和身体限制的恐惧),从而对他们的健康产生了显着的附带影响。

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