2017
DOI: 10.2196/games.6254
|View full text |Cite
|
Sign up to set email alerts
|

User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

Abstract: BackgroundSeniors need sufficient balance and strength to manage in daily life, and sufficient physical activity is required to achieve and maintain these abilities. This can be a challenge, but fun and motivational exergames can be of help. However, most commercial games are not suited for this age group for several reasons. Many usability studies and user-centered design (UCD) protocols have been developed and applied, but to the best of our knowledge none of them are focusing on seniors’ use of games for ph… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

4
53
0
1

Year Published

2019
2019
2022
2022

Publication Types

Select...
5
1

Relationship

0
6

Authors

Journals

citations
Cited by 79 publications
(58 citation statements)
references
References 33 publications
4
53
0
1
Order By: Relevance
“…All of the studies-except one that was principally devoted to the clinical efficacy of the training )were mainly designed for the usability, UX and feasibility of VR systems in aging Castilla et al, 2013;Corno et al, 2014;Epelde et al, 2014;Wüest et al, 2014;Im et al, 2015;Kiselev et al, 2015;Morán et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Cook and Winkler, 2016;Brox et al, 2017;Desteghe et al, 2017;Trombetta et al, 2017; FIGURE 4 | Degree of virtual immersion; VR, virtual reality. Sessions lasted from nine to 90 min (mean time = 30 min ca.…”
Section: Resultsmentioning
confidence: 99%
See 4 more Smart Citations
“…All of the studies-except one that was principally devoted to the clinical efficacy of the training )were mainly designed for the usability, UX and feasibility of VR systems in aging Castilla et al, 2013;Corno et al, 2014;Epelde et al, 2014;Wüest et al, 2014;Im et al, 2015;Kiselev et al, 2015;Morán et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Cook and Winkler, 2016;Brox et al, 2017;Desteghe et al, 2017;Trombetta et al, 2017; FIGURE 4 | Degree of virtual immersion; VR, virtual reality. Sessions lasted from nine to 90 min (mean time = 30 min ca.…”
Section: Resultsmentioning
confidence: 99%
“…), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations