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Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults
INTRODUCTION: Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case,...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
SAGE Publications
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6600479/ https://www.ncbi.nlm.nih.gov/pubmed/31285836 http://dx.doi.org/10.1177/2055668319844443 |
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author | Santos, Luciano HO Okamoto, Kazuya Hiragi, Shusuke Yamamoto, Goshiro Sugiyama, Osamu Aoyama, Tomoki Kuroda, Tomohiro |
author_facet | Santos, Luciano HO Okamoto, Kazuya Hiragi, Shusuke Yamamoto, Goshiro Sugiyama, Osamu Aoyama, Tomoki Kuroda, Tomohiro |
author_sort | Santos, Luciano HO |
collection | PubMed |
description | INTRODUCTION: Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. METHODS: A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan was performed to evaluate its feasibility as an experiment system. RESULTS: Participants reported that the theme and visual style of the game was adequate, and that game rules and goals could be easily understood. The game was considered enjoyably challenging and engaging. Further analysis showed that next iterations of the system must pay special attention to the level of complexity of controls, and that new ways to connect players when there are few people playing or when they are too far apart are necessary. CONCLUSIONS: The design allowed to test for variations on pervasive mechanics and was effective to engage elderly people, encouraging further investigation. |
format | Online Article Text |
id | pubmed-6600479 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | SAGE Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-66004792019-07-08 Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults Santos, Luciano HO Okamoto, Kazuya Hiragi, Shusuke Yamamoto, Goshiro Sugiyama, Osamu Aoyama, Tomoki Kuroda, Tomohiro J Rehabil Assist Technol Eng ICDVRAT 2018 INTRODUCTION: Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. METHODS: A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan was performed to evaluate its feasibility as an experiment system. RESULTS: Participants reported that the theme and visual style of the game was adequate, and that game rules and goals could be easily understood. The game was considered enjoyably challenging and engaging. Further analysis showed that next iterations of the system must pay special attention to the level of complexity of controls, and that new ways to connect players when there are few people playing or when they are too far apart are necessary. CONCLUSIONS: The design allowed to test for variations on pervasive mechanics and was effective to engage elderly people, encouraging further investigation. SAGE Publications 2019-06-28 /pmc/articles/PMC6600479/ /pubmed/31285836 http://dx.doi.org/10.1177/2055668319844443 Text en © The Author(s) 2019 http://creativecommons.org/licenses/by-nc/4.0/ Creative Commons Non Commercial CC BY-NC: This article is distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 License (http://www.creativecommons.org/licenses/by-nc/4.0/) which permits non-commercial use, reproduction and distribution of the work without further permission provided the original work is attributed as specified on the SAGE and Open Access pages (https://us.sagepub.com/en-us/nam/open-access-at-sage). |
spellingShingle | ICDVRAT 2018 Santos, Luciano HO Okamoto, Kazuya Hiragi, Shusuke Yamamoto, Goshiro Sugiyama, Osamu Aoyama, Tomoki Kuroda, Tomohiro Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults |
title | Pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
title_full | Pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
title_fullStr | Pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
title_full_unstemmed | Pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
title_short | Pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
title_sort | pervasive game design to evaluate social interaction effects on
levels of physical activity among older adults |
topic | ICDVRAT 2018 |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6600479/ https://www.ncbi.nlm.nih.gov/pubmed/31285836 http://dx.doi.org/10.1177/2055668319844443 |
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