DocumentCode
3565598
Title
Design lessons from mainstream motion-based games for exergames for older adults
Author
Barenbrock, Anna ; Herrlich, Marc ; Malaka, Rainer
Author_Institution
Res. Group Digital Media, Univ. of Bremen, Bremen, Germany
fYear
2014
Firstpage
1
Lastpage
8
Abstract
Availability of commodity gaming devices for bodily input has sparked new interest in serious games for rehabilitation and the treatment of age-related diseases. This leads to the idea of creating games for the daily use to prevent the age-related loss of certain abilities. In a qualitative in-depth field study, we visited senior participants at their homes over the course of three full days. During this time they played a selection of off-the-shelf games titles that included game controls that can be seen also as physical exercises. We discuss our qualitative findings and formulate design lessons to consider when developing games for older adults: favor progress over challenge, prevent overexertion, prevent health risks, decreased reaction times, design for adaptability, and prefer realistic scenarios and mechanics over fantasy settings.
Keywords
medical computing; patient rehabilitation; patient treatment; serious games (computing); age-related disease rehabilitation; age-related disease treatment; age-related loss prevention; commodity gaming devices; exergames; game controls; game creation; game selection; mainstream motion-based game; older adults; physical exercises; serious games; Biomedical monitoring; Blood pressure; Games; Interviews; Senior citizens; Training; Wheels; exergames; game design; older adults; qualitative field study;
fLanguage
English
Publisher
ieee
Conference_Titel
Games Media Entertainment (GEM), 2014 IEEE
Print_ISBN
978-1-4799-7545-7
Type
conf
DOI
10.1109/GEM.2014.7048096
Filename
7048096
Link To Document