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NEONEO Balance Ball: Designing an Intergenerational Interaction Exergame for In-home Balance Training

机译:NEONEO平衡球:为家庭平衡训练设计一款代际互动游戏

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This paper describes a tangible interactive prototype, aiming at reducing the risk of falling in older adults and ensure their adherence to the in-home balance training. The design of the prototype derived from our research on the effectiveness of different training modes in balance. An exergame created for this prototype, appealing to youngsters, might result in them (older adults and young people) playing together. This may not only provide motivation to exercise but also a platform increasing communication between two generations, which is beneficial to older adults' mental health. Therefore, perceiving benefits aforementioned, older adults could get more interested and even develop a long-term habit of playing such exergame. Researches had been done regarding the older adults' perspective when designing intergenerational games or exergames. Here, our concept focuses on involving both older adults and young people to play the exergame together. In this paper, an experimental plan has been designed to gain insights from young people for better solutions to motivate them to play the game with older adults.
机译:本文描述了一个有形的互动原型,旨在降低老年人跌倒的风险,并确保他们坚持家庭平衡训练。原型的设计源于我们对不同训练模式在平衡中的有效性的研究。为这个原型设计的一款游戏吸引了年轻人,可能会让他们(老年人和年轻人)一起玩。这不仅可以提供锻炼的动机,还可以提供一个平台,增加两代人之间的交流,这有利于老年人的心理健康。因此,意识到上述好处,老年人可能会对玩这种游戏更感兴趣,甚至养成长期的习惯。在设计代际游戏或游戏时,已经对老年人的视角进行了研究。在这里,我们的理念是让老年人和年轻人一起玩游戏。在本文中,我们设计了一个实验计划,从年轻人那里获得更好的解决方案,激励他们与老年人一起玩游戏。

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