The current paper reviews and discusses digital game design for elderly users. The aim of the paper is to look beyond the traditional perspective of usability requirements imposed by agerelated functional limitations, towards the design opportunities that exist to create digital games that will offer engaging content combined with an interface that seniors can easily and pleasurably use.
The outbreak of the COVID-19 pandemic has necessitated sudden and radical changes in mental health care delivery, as strict social distancing and lockdown measures were imposed in the early phases of the pandemic. Almost overnight, practitioners were forced to transfer their face-to-face care practice to online means. To understand the implications of this drastic change for mental health care, and to improve the online care offerings, an online qualitative survey was held among mental health care professionals in Netherlands (n = 51). Our findings indicate that technological and usability problems pose a significant challenge, as do difficulties to establish rapport with clients. Moreover, not all mental health issues and treatment forms are equally amenable to online interaction. In contrast, in many instances, practitioners were positive about the effectiveness of treatment, and reported flexibility, a lower threshold for contact, and lack of travel time as advantages. Their most prominent needs concern better technological, organizational, and logistical support. It is critical that these needs are acted upon by institutions and governments. In addition, current results inform future research on the improvement of e-mental health technologies.
Recently, we reported that group subjective measures of presence as well as observers' postural responses are sensitive to increasing the realism of a display with motion content, by the addition of stereoscopic information, using a 20-inch stereoscopic screen with an effective horizontal eld of view of 28 deg. (Freeman, Avons, Meddis, Pearson, & IJsselsteijn, 2000). The experiment presented here employed a large projection display with a 50 deg. horizontal eld of view showing a rally car traversing a curved track at speed. The independent variables included image motion and stereoscopic presentation as within-subjects factors and screen size as a between-subjects factor. Dependent variables included subjective measures of presence, vection, involvement, and sickness, as well as observers' lateral postural responses, which served as a candidate objective corroborative measure of presence. Results demonstrated a noisy yet positive effect of stereoscopic presentation on the lateral postural responses. Post-test subjective ratings revealed a signi cant effect of stereoscopic presentation on the subjective judgments of presence, but not on those of vection, involvement, or sickness. Image motion had a large and signi cant effect on the subjective judgments of presence, vection, and involvement. The effect of image motion was considerably larger than that of stereoscopic viewing. By comparing results between experiments, a large effect of screen size on subjective presence ratings could be demonstrated, but only for the video stimulus that contained motion. The postural response measure did not differentiate between screen sizes, thus limiting its utility as an objective corroborative measure of presence, although further research is required to be able to be more rm in our conclusion regarding this issue.
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