Design of Exergames with the Collaborative Participation of Older
Adults
Characteristics of Healthy Elder
They natural decay, diseases and physical dependence do not lead to a major impediments to perform daily life activities
Great heterogeneity in functional condition among peers
Functional decay often is accelerated as result of depressive states and sedentary lifestyle.
Muscular disuse slows the neuromuscular response, reduces strength in movement and loss of balance.
[1]
General Characteristics of the Elderly
PHYSICAL ASPECTS PSYCHOLOGICAL-AFFECTIVE ASPECTS
(Alba et al, 2001; Glanz et al, 2008; Wilson-Escalante et al,2009; INGER,2010) 3
Social interaction among elder’s gamers
Metaphors
Roles emerged from game structure
Rhetoric
Roles brought into the game from outsideFriendship
Fellowship
[2,3,6,7,8,9]
Methodology
Requirements analysisSummary: The exercise
-Should not cause harm or pain
-The exertion must be controlled
-It has to produce a benefit, avoiding fatigue
-It must be based on physical capacity
-There should be a design of an exercise baseline
-There should be goals and progress differentiated by level of capacity
Preferences and issues (older adults)
Action Research
[17]
Iteration 1.Social Behavior
Observe gamer’s engagement and classify them based on their level of participation
Some elders have tendency to isolate themselves
Group support is not enough to engage all participantsEasy metaphors facilitate elder effectivenessPeer’s effectiveness is perceived as “easy to play”More movement increases social participation
Replace pictorial instructions with mimics of movementsPromote that more skilled games helps to less skilled ones.Integrate observers to playground area.
Entrance
Action planning
Intervention
Evaluation
Iteration 2.Exertion perceived
Analyze motion promoted in game interface and provide with new facilitators movements to gamer
Provide facilitators movements to less skilled gamersincrease movement level in games selected
Human instructing increases the number of active gamers.Few active gamers were highly participatory.Physical limitations implies more time to control the gameplay
Designed facilitators movements, modify playground area to teach these movements and promote coach figure
Entrance
Action planning
Intervention
Evaluation
Iteration 3.Effectiveness
Classify gamers’ motion capacity using enabled elements in game design and adequate the gameplay based on the classification
Is necessary re build metaphors using a rhetoric adequate for each level of motion capacity.
There was no more passive players.The group’s clustering helps to identify adequate motion, risk and tiredness during game time.However some gamer seems ashamed with their low performances
Evaluated the functional capacity using joint’s arcs of motion and a simple test of balance.The group was clustered in four subgroups and for each cluster were re expressed the movements
Entrance
Action planning
Intervention
Evaluation
Iteration 4.Social Game
Include new warm up sessionUse simple casual games to improve performances Provide continuous feedback about bad practices
Change peer to peer challenges by group challenges.Use cooperative play rather than competition.Leveling gamers lets hide low performances
Highly engaged group with exergames.Efficacy in game improves social interaction.The gamers feels more confident with their motion.
Leveling scores using handicaps.Replace individual scores for group scores.Use a cooperative gameplay rather individual competition
Diagnosis
Action planning
Intervention
Evaluation
Adaptability
Conclusions
• We presented a long-term case study applying the Action Research methodology• The exergames’ design makes compete all gamers under the same
conditions supposing than all gamer all needs is time and practice• The gesture detection needs to take into account the gamer mobility
capacity classification and adapt the gameplay to this context• Cooperative gameplay and a the design oriented to spectator
increases the game engagement
Future work
• Define a player classification based on joint’s arcs of movements, a simple balance test and speed of neuromuscular response• Design gameplay adaptability and develop a prototype of an
exergame for older adults using this classification• Establish design principles for cooperative play and observer-oriented
design of exergames
Thanks for your attention
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• [8] E. Brox, L. Fernandez-Luque, T. Tøllefsen, Healthy Gaming – Video Game Design to promote Health. Appl Clin Inf 2011; 2: 128–142, 2011. http://dx.doi.org/10.4338/ACI-2010-10-R-0060
• [9] R. Koster, A Theory of Fun for Game Design. Scottsdale: Paraglyph. 2004.
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