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El. knyga: Game-playing for active ageing and healthy lifestyles

  • Formatas: 162 pages
  • Išleidimo metai: 01-Sep-2022
  • Leidėjas: River Publishers
  • ISBN-13: 9781000795103
Kitos knygos pagal šią temą:
  • Formatas: 162 pages
  • Išleidimo metai: 01-Sep-2022
  • Leidėjas: River Publishers
  • ISBN-13: 9781000795103
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Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices.

Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industrywas not fulfilling their other motivations and accessibility needs.

Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored.

Topics discussed in the book include:
  • Development of products for the Silver Market;
  • The older adult consumer and the advertisement industry;
  • Differences between informational literacy and digital inclusion;
  • Lifestyle-monitoring technologies and technological determinism;
  • Positive computing and behavioral design;
  • Game Design and Active Ageing;
  • Application of games in rehabilitation;
  • Gamification, Senior Tourism and the wellness market;
  • Techniques used for assessing games for active ageing

This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment. The information presented in this book not only relies on case studies but also on the authors’ previous experience in co-designing digitally-mediated products with both adult learners at the Universities of the Third Age and older adults at retirement homes.
Foreword xi
List of Figures
xiii
List of Tables
xv
List of Abbreviations
xvii
1 Introduction
1(4)
2 Games in the Silver Market
5(18)
2.1 Developing Products for the Silver Market
5(3)
2.2 The Older Adult Consumer and Media Advertising
8(6)
2.2.1 Determine the Goals, Target Audience and KPI
11(1)
2.2.2 Identify the Partner Influencers Whose Value/Style Match the Product Branding
11(2)
2.2.3 Plan a Publishing Schedule and Review the Influ-encer Content
13(1)
2.2.4 Monitor Engagement
13(1)
2.3 The Ageing Process of the Game Market: Challenges and Opportunities
14(2)
2.4 Concluding Remarks
16(7)
References
17(6)
3 Designing Game-based Tools for Active Ageing
23(66)
3.1 Ageing Actively in Digitally-Mediated Spaces
23(6)
3.1.1 Ageing in a Network Society
24(1)
3.1.2 Informational Literacy and Digital Inclusion
25(2)
3.1.3 Challenges of Lifestyle-Monitoring Technologies and Technological Determinism
27(2)
3.2 Designing for Good, Weil-Being, and Quality of Life
29(5)
3.2.1 Human-Centered Design: "What a Wonderful World?"
29(1)
3.2.2 Sketching Digitally Mediated Positive Experiences
30(2)
3.2.3 Behavioral Design
32(2)
3.3 Designing Technologies for an Ageing Population
34(10)
3.3.1 Assistive Technology (AT) and Independent Living
34(3)
3.3.2 Wearable Technology and Mobility
37(3)
3.3.3 Age-Friendly Cities and Intergenerational Learning
40(4)
3.4 Cheating Degenerative Diseases through Games
44(19)
3.4.1 Cheating Alzheimer's and Parkinson's Diseases
45(3)
3.4.2 Stroke Rehabilitation
48(3)
3.4.3 Brain Training Games and Neurorehabilitation
51(7)
3.4.4 Exergames and Older Adult's Fitness
58(5)
3.5 Accessibility in Games
63(4)
3.5.1 Visual Abilities
65(1)
3.5.2 Auditory Abilities
66(1)
3.5.3 Tactile/Motor Abilities
66(1)
3.5.4 Cognitive and Linguistic Abilities
66(1)
3.6 Concluding Remarks
67(22)
References
68(21)
4 Gamification, Senior Tourism, and the Wellness Market
89(22)
4.1 Defining Gamification
89(6)
4.1.1 Game Thinking
90(2)
4.1.2 Game Elements
92(3)
4.2 The Senior Tourist and the Right to Leisure
95(2)
4.3 Gamifying the Tourism Experience
97(7)
4.3.1 A Location-based Game for Senior Tourism
98(2)
4.3.2 A Gamified App for Senior Cyclotourism
100(2)
4.3.3 A Newsgame about Health Tourism and Epidemics Addressed to Older Adults
102(2)
4.4 The Wellness-Oriented Market: Benefits and Shortcomings
104(2)
4.5 Concluding Remarks
106(5)
References
106(5)
5 Assessing Games for Active Ageing
111(24)
5.1 Assessing the Game Experience
111(4)
5.2 Surveying Techniques
115(8)
5.2.1 Questionnaires
115(3)
5.2.2 Interviews
118(2)
5.2.2.1 Contextual inquiry
120(1)
5.2.2.2 Group interviews
120(3)
5.3 Experimental Studies
123(3)
5.4 Participant Observation and In-Game Data
126(2)
5.5 Concluding Remarks
128(7)
References
128(7)
6 Conclusion
135(4)
Index 139(4)
About the Authors 143
Ana Isabel Veloso, Liliana Vale Costa