2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH) 2017
DOI: 10.1109/segah.2017.7939280
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The cognitive mobile games for older adults - a Chinese user experience study

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Cited by 22 publications
(9 citation statements)
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“…Thereafter, some initial tests in Chinese elderly care homes were performed. These results have also been encouraging, showing an interest in gaming and positive user experiences among the participants [15,16]. Based on the pilots performed in two different countries, two different service models were designed according to the implementation of the gaming trials.…”
Section: Introductionmentioning
confidence: 89%
See 2 more Smart Citations
“…Thereafter, some initial tests in Chinese elderly care homes were performed. These results have also been encouraging, showing an interest in gaming and positive user experiences among the participants [15,16]. Based on the pilots performed in two different countries, two different service models were designed according to the implementation of the gaming trials.…”
Section: Introductionmentioning
confidence: 89%
“…Thus, user experience includes all the users' emotions, beliefs, preferences, perceptions, physical and psychological responses, behaviours and accomplishments that occur before, during, and after use [31]. In both Finland [17] and China [15,16], the trials have indicated positive user experiences for the tested mobile memory games.…”
Section: User Experiencesmentioning
confidence: 99%
See 1 more Smart Citation
“…The more adaptive and scalable the better. The following case studies are developed following the DfS principles (Díaz‐Bossini & Moreno, ; Finn, Sirkka, Merilampi, Leino, & Koivisto, ; Koivisto et al ., , ; Merilampi et al ., ; Merilampi, Koivisto, et al ., ; Sirkka & Koivisto, ; Sirkka, Merilampi, & Leino, ).…”
Section: Methodsmentioning
confidence: 99%
“…Por exemplo, a experiência de fluxo utilizando o exergame iStopFalls foi avaliada por 95 participantes (65 a 92 anos) [9] e a experiência de 6 usuários idosos (média de 82 anos) foi avaliada utilizando jogos para reabilitação de memória [13]. Assim, percebe-se a necessidade de mais estudos que proponham estratégias para melhoria da experiência do jogador idoso, extrapolando o foco na avaliação da experiência.…”
Section: Fluxo E Teoria Da Diversãounclassified