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Custom-designed motion-based games for older adults: a review of literature in human-computer interaction

机译:为老年人量身定制的基于动作的游戏:人机交互方面的文献综述

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摘要

Many older adults, particularly persons living in senior residences and care homes, lead sedentary lifestyles, which reduces their life expectancy. Motion-based video games encourage physical activity and might be an opportunity for these adults to remain active and engaged; however, research efforts in the field have frequently focused on younger audiences and little is known about the requirements and benefits of motion-based games for elderly players. In this paper, we present an overview of motion-based video games and other interactive technologies for older adults. First, we summarize existing approaches towards the definition of motion-based video games – often referred to as exergames – and suggest a categorization of motion-based applications into active video games, exergames, and augmented sports. Second, we use this scheme to classify case studies addressing design efforts particularly directed towards older adults. Third, we analyze these case studies with a focus on potential target audiences, benefits, challenges in their deployment, and future design opportunities to investigate whether motion-based video games can be applied to encourage physical activity among older adults. In this context, special attention is paid to evaluation routines and their implications regarding the deployment of such games in the daily lives of older adults. The results show that many case studies examine isolated aspects of motion-based game design for older adults, and despite the broad range of issues in motion-based interaction for older adults covered by the sum of all research projects, there appears to be a disconnect between laboratory-based research and the deployment of motion-based video games in the daily lives of senior citizens. Our literature review suggests that despite research results suggesting various benefits of motion-based play for older adults, most work in the field of game design for senior citizens has focused on the implementation of accessible user interfaces, and that little is known about the long-term deployment of video games for this audience, which is a crucial step if these games are to be implemented in activity programs of senior residences, care homes, or in therapy.
机译:许多老年人,特别是居住在高级住宅和养老院的老年人过着久坐的生活方式,这降低了他们的预期寿命。基于动作的视频游戏会鼓励体育锻炼,并且可能是这些成年人保持活跃和参与的机会;然而,该领域的研究工作经常集中在年轻的观众上,而对于基于运动的游戏对老年玩家的要求和益处知之甚少。在本文中,我们概述了针对老年人的基于运动的视频游戏和其他交互技术。首先,我们总结定义基于动作的视频游戏(通常称为exergames)的现有方法,并提出将基于动作的应用程序分类为活动视频游戏,exergames和增强运动的方法。其次,我们使用该方案对案例研究进行分类,以解决特别针对老年人的设计工作。第三,我们分析这些案例研究,重点关注潜在的目标受众,优势,部署挑战,以及未来的设计机会,以调查基于运动的视频游戏是否可以应用于鼓励老年人的体育锻炼。在这种情况下,应特别注意评估程序及其对老年人日常生活中此类游戏的部署的影响。结果表明,许多案例研究都研究了老年人基于动作的游戏设计的各个方面,尽管所有研究项目的总和涵盖了老年人基于动作的互动的广泛问题,但似乎存在脱节在老年人的日常生活中进行基于实验室的研究与部署基于运动的视频游戏之间的关系。我们的文献综述表明,尽管研究结果表明老年人可以使用基于动作的游戏带来各种好处,但针对老年人的游戏设计领域中的大部分工作都集中在可访问用户界面的实现上,而对于长期的用户界面知之甚少长期为该受众群体部署视频游戏,如果要在高级住宅,疗养院的活动计划或治疗中实施这些游戏,这是至关重要的一步。

著录项

  • 作者

    Gerling Kathrin; Mandryk Regan;

  • 作者单位
  • 年度 2014
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  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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