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Exergame design for elderly users: the case study of SilverBalance

机译:老年用户的Exergame设计:以SilverBalance为例

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摘要

In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly. © 2010 ACM.
机译:在本文中,我们讨论了针对老年人的游戏设计的机遇和挑战,重点是为脆弱的老年人开发安全且可用的锻炼型游戏。在对理论约束进行分析的基础上,我们进行了一个案例研究,该案例以任天堂Wii平衡板为特色的老年玩家实现了不同的平衡任务,鼓励用户积极参与游戏。此外,我们在案例研究SilverBalance中测试了将板用作输入设备的可行性。我们的结果表明,与年龄有关的障碍在许多方面影响了脆弱的老年人中视频游戏的使用,因此在设计过程中必须考虑他们的需求。在这种情况下,我们的论文为有关老年人数字游戏的未来研究奠定了基础。 ©2010 ACM。

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