Foreword |
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xi | |
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xiii | |
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xv | |
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xvii | |
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1 | (4) |
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2 Games in the Silver Market |
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5 | (18) |
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2.1 Developing Products for the Silver Market |
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5 | (3) |
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2.2 The Older Adult Consumer and Media Advertising |
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8 | (6) |
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2.2.1 Determine the Goals, Target Audience and KPI |
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11 | (1) |
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2.2.2 Identify the Partner Influencers Whose Value/Style Match the Product Branding |
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11 | (2) |
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2.2.3 Plan a Publishing Schedule and Review the Influ-encer Content |
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13 | (1) |
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13 | (1) |
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2.3 The Ageing Process of the Game Market: Challenges and Opportunities |
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14 | (2) |
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16 | (7) |
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17 | (6) |
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3 Designing Game-based Tools for Active Ageing |
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23 | (66) |
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3.1 Ageing Actively in Digitally-Mediated Spaces |
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23 | (6) |
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3.1.1 Ageing in a Network Society |
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24 | (1) |
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3.1.2 Informational Literacy and Digital Inclusion |
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25 | (2) |
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3.1.3 Challenges of Lifestyle-Monitoring Technologies and Technological Determinism |
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27 | (2) |
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3.2 Designing for Good, Weil-Being, and Quality of Life |
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29 | (5) |
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3.2.1 Human-Centered Design: "What a Wonderful World?" |
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29 | (1) |
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3.2.2 Sketching Digitally Mediated Positive Experiences |
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30 | (2) |
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32 | (2) |
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3.3 Designing Technologies for an Ageing Population |
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34 | (10) |
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3.3.1 Assistive Technology (AT) and Independent Living |
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34 | (3) |
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3.3.2 Wearable Technology and Mobility |
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37 | (3) |
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3.3.3 Age-Friendly Cities and Intergenerational Learning |
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40 | (4) |
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3.4 Cheating Degenerative Diseases through Games |
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44 | (19) |
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3.4.1 Cheating Alzheimer's and Parkinson's Diseases |
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45 | (3) |
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3.4.2 Stroke Rehabilitation |
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48 | (3) |
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3.4.3 Brain Training Games and Neurorehabilitation |
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51 | (7) |
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3.4.4 Exergames and Older Adult's Fitness |
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58 | (5) |
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3.5 Accessibility in Games |
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63 | (4) |
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65 | (1) |
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66 | (1) |
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3.5.3 Tactile/Motor Abilities |
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66 | (1) |
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3.5.4 Cognitive and Linguistic Abilities |
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66 | (1) |
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67 | (22) |
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68 | (21) |
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4 Gamification, Senior Tourism, and the Wellness Market |
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89 | (22) |
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4.1 Defining Gamification |
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89 | (6) |
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90 | (2) |
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92 | (3) |
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4.2 The Senior Tourist and the Right to Leisure |
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95 | (2) |
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4.3 Gamifying the Tourism Experience |
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97 | (7) |
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4.3.1 A Location-based Game for Senior Tourism |
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98 | (2) |
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4.3.2 A Gamified App for Senior Cyclotourism |
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100 | (2) |
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4.3.3 A Newsgame about Health Tourism and Epidemics Addressed to Older Adults |
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102 | (2) |
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4.4 The Wellness-Oriented Market: Benefits and Shortcomings |
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104 | (2) |
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106 | (5) |
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106 | (5) |
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5 Assessing Games for Active Ageing |
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111 | (24) |
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5.1 Assessing the Game Experience |
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111 | (4) |
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115 | (8) |
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115 | (3) |
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118 | (2) |
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5.2.2.1 Contextual inquiry |
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120 | (1) |
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120 | (3) |
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123 | (3) |
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5.4 Participant Observation and In-Game Data |
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126 | (2) |
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128 | (7) |
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128 | (7) |
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135 | (4) |
Index |
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139 | (4) |
About the Authors |
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143 | |