Health Mashups: Presenting statistical patterns between wellbeing data and context in natural language to promote behavior change
People now have access to many sources of data about their health and wellbeing. Yet, most people cannot wade through all of this data to answer basic questions about their long-term wellbeing: Do I gain weight when I have busy days? Do I walk more when I work in the city? Do I sleep better on nights after I work out?
The importance of usability for older adults in therapeutic games has not been well explored. Aspects of game-related usability that go beyond typical considerations are a need for challenge, complexity, adoption by novices, motivation for extensive use, and enjoyment. Benefits to considering usability as it pertains to this special population may have long-term benefits for personal independence, maintenance of skills, and rehabilitation from injury.
The idea that such pervasive and ever-growing immersion in digital gaming affects gamers’ real life seems obvious and is the focus of this volume. This book includes a variety of topics in this field: game theory, emotional engagement, fantasy world, game designs and development, and gambling with online games.
Our observations of players older than 65 suggested that they weighed costs and benefits when deciding whether or not to play video games. Current games can be higher in cost for seniors because of the perceptual and cognitive changes that tend to occur with age. When seniors choose to invest effort in overcoming those costs, it is often because they perceive a high benefit.
We examine gender differences in older adults playing an off-the-shelf puzzle game, Boom Blox. Game design research for the elderly is an under-developed area, even though one-fifth of adults over the age of sixty-five reported playing video games and those that do so play more often that their younger counterparts. Gender differences in older adult gamers are even less understood.
Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers
Researchers asked 140 people aged 63 and older how often they played video games, if at all. The study participants then took a battery of tests to assess their emotional and social well-being. 61 percent of study participants played video games at least occasionally, with 35 percent of participants saying they played at least once per week.
There is a compelling need to create an alternative and affordable home based therapy system founded on sound rehabilitative principles, that is readily available, engaging and motivational, and can be remotely monitored by therapists. In the past two years, stroke related medical costs have increased 20%, while the number of clinical treatment sessions have declined.
This paper discusses an experiment carried out in an AR test bed called “the pit”. Inspired by the well-known VR acrophobia study of Meehan et al., the experimental goals were to explore whether VR presence instruments were useful in AR (and to modify them where appropriate), to compare additional measures to these well-researched techniques, and to determine if findings from VR evaluations can be transferred to AR. An experimental protocol appropriate for AR was developed.
In this paper, we present our research on social interaction in co-located handheld augmented reality (AR) games. These games are characterized by shared physical spaces that promote physical awareness among players, and individual gaming devices that support both public and private information. One result of our exploration of the design and evaluation of such games is a prototype called BragFish.
Ongoing research and advancements in technology are essential for the continuing independence of elderly and disabled persons. The Engineering Handbook of Smart Technology for Aging, Disability, and Independence provides a thorough analysis of these technologies and the needs of the elderly and disabled, including a breakdown of demographics, government spending, growth rate, and much more.