2009 2nd Conference on Human System Interactions 2009
DOI: 10.1109/hsi.2009.5090973
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Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people

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Cited by 51 publications
(34 citation statements)
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“…Games and other digital pastimes have also been widely explored [60], with both bespoke, for example, Eldergames [61], Living in the Moment [62] and consumer products (e.g., gaming consoles, tablets) utilised for people with dementia. The potential of digital activities for brain training either to reduce dementia risk has attracted much popular attention.…”
Section: Introductionmentioning
confidence: 99%
“…Games and other digital pastimes have also been widely explored [60], with both bespoke, for example, Eldergames [61], Living in the Moment [62] and consumer products (e.g., gaming consoles, tablets) utilised for people with dementia. The potential of digital activities for brain training either to reduce dementia risk has attracted much popular attention.…”
Section: Introductionmentioning
confidence: 99%
“…Four were the number chosen by the study of Eldergames [14] in order to prioritize collaborative dynamics over competition. Because game characters play a leading role in adventure games, the characteristics of each character were also defined with participants.…”
Section: Prototypementioning
confidence: 99%
“…In fact, they can improve memory capacity [13], challenge the thinking process, exercise hand-eye coordination and enhance self-esteem [14].…”
Section: Social Network Games In Later Lifementioning
confidence: 99%
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“…Table 1 shows a comparison of the games. In a nutshell, most of the researchers, who address digital games for older adults [22][23][24][25][26][27][28][29][30][31][32][33][34][35], advocate that: (a) games' interfaces should be similar with real-world scenarios; (b) games should encourage collaboration among players and reinforce their communication networks; (c) rules must be clear and simple; (d) video games are often used with the purpose of train cognitive skills; (e) game developers should take into account the cost of the equipment and the players' physical limitations; (f) reinforce the use of immediate rewards; (g) transmit the feeling of familiarity and proximity through the interface (e.g. the use of pictures to identify the player); and (h) gesture-based interfaces are beneficial to integrate a physical and social embodied interaction.…”
Section: A Related Workmentioning
confidence: 99%