Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility 2013
DOI: 10.1145/2513383.2517029
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Visual complexity, player experience, performance and physical exertion in motion-based games for older adults

Abstract: Motion-based video games can have a variety of benefits for the players and are increasingly applied in physical therapy, rehabilitation and prevention for older adults. However, little is known about how this audience experiences playing such games, how the player experience affects the way older adults interact with motion-based games, and how this can relate to therapy goals. In our work, we decompose the player experience of older adults engaging with motion-based games, focusing on the effects of manipula… Show more

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Cited by 36 publications
(19 citation statements)
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“…Apart from some technical issues critizised by most participants, visual aspects such as the exergame graphics seemed to be an important aspect to young older participants. [35] reported similar findings in their study, suggesting that graphical design should be considered as a relevant acceptance factor for older adults. Fun in exergames might be an important factor as well, as reported by the participants during the interviews.…”
Section: User Acceptancesupporting
confidence: 74%
“…Apart from some technical issues critizised by most participants, visual aspects such as the exergame graphics seemed to be an important aspect to young older participants. [35] reported similar findings in their study, suggesting that graphical design should be considered as a relevant acceptance factor for older adults. Fun in exergames might be an important factor as well, as reported by the participants during the interviews.…”
Section: User Acceptancesupporting
confidence: 74%
“…The majority of studies did not integrate the oldest old as a meaningful proportion of the sample, despite the increasing [10][11][12]14,17,[21][22][23][24][25][28][29][30][31][32][33][34][35][36][37][38][39][40]42,[44][45][46][47][48][49][50][51][52][53][54] To clarify sample proportions and enable our analysis, two authors contacted the respective authors seeking further clarification of the actual number of participants q85 years of age when necessary. Consistent with previous reviews, 2-5 this study highlights a substantial gap in the knowledge base and encourage further exploration into digital gaming use in those 85 years of age and greater.…”
Section: Discussionmentioning
confidence: 99%
“…The remaining 37 articles all reported high percentages of female participants, thus being the majority of the gender split. The study setting/context varied widely across the 46 articles and was composed of retirement/independent communities 11,12,14,21,24,26,29,32,39,40,42,44,47,48,53 (n = 15), communitydwelling 13,16,19,45,46,49 (n = 6), community center 20,31,38,51,52 (n = 5), hospital/assisted living/residential/nursing home/longterm care/institutionalized 10,[15][16][17][18]25,27,28,30,33,35,37,41,43,50,54 (n = 16), not specified 23 (n = 1), or other 34,36,55 (n = 3). The majority of the studies were primarily conducted across two different living environments (hospital/assisted living/residential/nursing home/long-term care/institutionalized) or reti...…”
Section: Discussionmentioning
confidence: 99%
“…For future studies, the researchers propose to develop more training games to investigate the long-term effects of software use and assess its relevance in preserving cognitive capacity and individual autonomy in everyday activities. Smeddinck et al [77] point out that motion-based video games may have a variety of benefits for players and are increasingly applied in physiotherapy, rehabilitation, and prevention of older adults. The authors suggest that aspects of accessibility and immersion should be considered if the potential benefits of motion-based video games are to be harnessed for target groups with a broad spectrum of visual impairments.…”
Section: Summary Of the Accessibility Papers Selected In This Reviewmentioning
confidence: 99%