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Perspectives on des...
Perspectives on design of sensor based exergames targeted towards older adults
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- Sjölinder, Marie (författare)
- RISE,SICS
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- Nöu, Anneli Avatare (författare)
- RISE,SICS
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- Kolkowska, Ella, 1972- (författare)
- Örebro universitet,Handelshögskolan vid Örebro Universitet,Örebro University School of Business, Sweden
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- Johansson, Lars Åke (författare)
- Alkit Communications AB, Mölndal, Sweden
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- Ridderstolpe, Anna (författare)
- Alkit Communications AB, Mölndal, Sweden
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- Scandurra, Isabella, 1973- (författare)
- Örebro universitet,Handelshögskolan vid Örebro Universitet,Örebro University School of Business, Sweden
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(creator_code:org_t)
- 2018-06-02
- 2018
- Engelska.
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Ingår i: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. - Cham : Springer. - 9783319920368 - 9783319920375 ; , s. 395-414
- Relaterad länk:
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https://urn.kb.se/re...
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https://doi.org/10.1...
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https://urn.kb.se/re...
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Abstract
Ämnesord
Stäng
- Serious games are an established field of study, where exergames provide a combination of conducting exercises and playing games. The aim of this work was to identify important features to include in, and design recommendations for exergames using sensor technology. The outcome of this work was two-folded. Firstly, a literature review of design guidelines with respect to older adults as users of exergames resulted in a categorized summary of design guidelines for specific target groups, e.g. people undergoing physical rehabilitation after stroke or injury or users suffering from a chronic disease. Secondly, these guidelines are discussed from various perspectives, based on insights from several years of work in the area. A general design guidelines covered by most of the literature is that exergames should provide a wide range of difficulty levels and be possible to adjust to individual needs. Insights from own work in the area highlight the importance of task and context relevant tools and devices. The result will serve as a starting point for a framework consisting of both general and domain specific design guidelines when designing sensor-based exergames for older adults.
Ämnesord
- NATURVETENSKAP -- Data- och informationsvetenskap (hsv//swe)
- NATURAL SCIENCES -- Computer and Information Sciences (hsv//eng)
- SAMHÄLLSVETENSKAP -- Medie- och kommunikationsvetenskap -- Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning (hsv//swe)
- SOCIAL SCIENCES -- Media and Communications -- Information Systems, Social aspects (hsv//eng)
Nyckelord
- Exergames
- Game-based learning
- Games for health
- Guidelines
- Older adults
- Rehabilitation
- Sensor technology
- Serious games
- Design
- Patient rehabilitation
- Games for healths
- Sensor technologies
Publikations- och innehållstyp
- ref (ämneskategori)
- kon (ämneskategori)
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