Abstract
The significant growth of the older adult population in recent years, leads to an increase in the generation of strategies that allow a prosperous and healthy aging for this population group. This can be achieved through several strategies, one of the most used is to provide continuous learning activities that allow activating and favoring the cognitive processes of the elderly, including the possibility of providing useful knowledge applicable to their daily life with motivational tools such as serious games making use of the technology. This learning method has gained relevance in recent years due to the results obtained in all generational groups. In this line, some peripherals have been identified that have a better acceptance in the older adult population. This type of technology is characterized by direct and natural input devices such as those offered by mobile devices, virtual assistants, motion sensors, virtual and augmented reality glasses. These technologies make it possible to offer pervasive experiences to participants. In this way, this article identifies the different aspects that should be considered to offer serious games in pervasive environments with the objective of adjusting them to the particularities of this population.
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Acknowledgements
This work has been supported by the PERGAMEX ACTIVE project, Ref. RTI2018-096986-B-C32, funded by the Ministry of Science and Innovation (MCI/AEI/FEDER, UE). Finally, we would like to thank MINCIENCIAS of Colombia for providing the necessary resources for the completion of this research.
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Salazar Cardona, J.A., Arango López, J., Gutiérrez Vela, F.L. (2023). Pervasiveness for Learning in Serious Games Applied to Older Adults. In: García-Peñalvo, F.J., García-Holgado, A. (eds) Proceedings TEEM 2022: Tenth International Conference on Technological Ecosystems for Enhancing Multiculturality. TEEM 2022. Lecture Notes in Educational Technology. Springer, Singapore. https://doi.org/10.1007/978-981-99-0942-1_65
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