2020
DOI: 10.3390/info11050249
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Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology

Abstract: A non-negligible proportion of seniors rarely uses new technology. Far too often, these rather tech unexperienced seniors struggle with new soft- or hard-ware, that do not provide easy access. As a result, some seniors avoid or completely desist to further use “these modern technologies” and consequently miss out on the benefits of digital age. Game-inspired design is supposed to be a promising way to overcome some perceived barriers of seniors by providing hedonic value during early interaction. Previous rese… Show more

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Cited by 6 publications
(3 citation statements)
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“…According to Minge and Cymek (2020), the following gamification elements had high acceptance in older adults: progress visualization and having different levels of difficulty for activities. Age-related impairments should also be considered (Fisk et al 2009;Pak and McLaughlin 2011) when designing these gamified systems, such as cognitive deterioration (e.g., deterioration of working memory), visual difficulties (e.g., increased difficulty in distinguishing color contrasts) and movement impairments (on average, older adults take 1.5 to 2 times longer than youngsters to perform the same task and movement control is less precise).…”
Section: Gamification and Older Adultsmentioning
confidence: 99%
See 1 more Smart Citation
“…According to Minge and Cymek (2020), the following gamification elements had high acceptance in older adults: progress visualization and having different levels of difficulty for activities. Age-related impairments should also be considered (Fisk et al 2009;Pak and McLaughlin 2011) when designing these gamified systems, such as cognitive deterioration (e.g., deterioration of working memory), visual difficulties (e.g., increased difficulty in distinguishing color contrasts) and movement impairments (on average, older adults take 1.5 to 2 times longer than youngsters to perform the same task and movement control is less precise).…”
Section: Gamification and Older Adultsmentioning
confidence: 99%
“…Moreover, taking into account the previously described contributions in Step 1-the pre-assessment phase, where it was possible to identify the older adults' motivations regarding online news consumption and the reader's journey defined by the researchers as a result of the survey's responses (see Figure 2)-a three-element gamification system was designed. The latter addresses the awards mechanism, which allows one to recognize user-produced content, while prioritizing social interactions, immediate feedback, progression and rewards (Martinho et al 2020); levels with different degrees of difficulty, as suggested by Minge and Cymek (2020); and a leaderboard, promoting self-motivation and participation by highlighting users' best performances (Conill 2016;Sotirakou and Mourlas 2015).…”
Section: 2mentioning
confidence: 99%
“…Gamification can add several features to give great experience like try-on, awareness, transparency, and many more which will significantly increase the visit rate on the retailer's website (De Canio et al, 2021a, 2021b. In addition to this, gamification also motivates users to perform a specific activity which brings enhanced customer experience (Minge & Cymek, 2020).…”
Section: Introductionmentioning
confidence: 99%