Skip to main content

Age Invaders: Entertainment for Elderly and Young

  • Chapter

Abstract

This chapter presents the design process of Age Invaders, an intergenerational family entertainment system which focuses on physical and social interactions using a mixed reality floor system. The main design goals include facilitating interactions between users with varied levels of skill in utilizing technology, utilizing the familiar physical motions from other activities to make an intuitive physical interface, and encouraging social interactions among families and friends. Four main prototype iterations for the system are presented. Our design process is based on User Centered Design and relies on constant involvement of users to understand the key issues and to help make effective design decisions. The results of the study help to focus the refinements of the existing platform from a usability standpoint and also aid in the development of new physical entertainment and interactive applications. This study provides insights into user issues including how users interact in a complex mixed reality experience. At the end of this chapter, we presented the design of a toolkit that enables easy access and programming of the Age Invaders system. This toolkit could be used as a general platform for designing and reprogramming new type of artwork, entertainment, games, and applications.

Keywords

  • Light Emit Diode
  • Game Play
  • Mixed Reality
  • Electronic Game
  • Young Player

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-1-84996-137-0_6
  • Chapter length: 24 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   119.00
Price excludes VAT (USA)
  • ISBN: 978-1-84996-137-0
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   159.00
Price excludes VAT (USA)
Hardcover Book
USD   169.99
Price excludes VAT (USA)

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Babyak, M., Blumenthal, J., Herman, S., Khatri, P., Doraiswany, M., Moore, K., Craighead, W., Baldewicz, T., Krishnan, K.: Exercise treatment for major depression: maintenance of therapeutic benefit at 10 months. Psychosom. Med. 62(5), 633–638 (2000)

    Google Scholar 

  2. Bogost, I.: The rhetoric of exergaming. In: Proceedings of the Digital Arts and Cultures (DAC) Conference 2005

    Google Scholar 

  3. Bresenham, J.E.: Algorithm for computer control of a digital plotter. IBM Syst. J. 4(1), 25–30 (1965)

    CrossRef  Google Scholar 

  4. Bucar, A., Kwon, S.: Computer hardware and software interfaces: why the elderly are under-represented as computer users. Cyberpsychol. Behav. 2(6), 535–543 (1999)

    CrossRef  Google Scholar 

  5. Cheok, A.D., Goh, K., Liu, W., Farbiz, F., Fong, S., Teo, S., Li, Y., Yang, X.: Human pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Pers. Ubiquitous Comput. 8(2), 71–81 (2004). http://dx.doi.org/10.1007/s00779-004-0267-x

    CrossRef  Google Scholar 

  6. Christian, H.: An activity analysis of electronic game simulators. Ther. Recreat. J. 12, 21–25 (1978)

    Google Scholar 

  7. Fallman, D.: Design-oriented human–computer interaction. In: CHI’03: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 225–232. ACM, New York (2003). doi:10.1145/642611.642652. http://portal.acm.org/citation.cfm?id=642611.642652

    Google Scholar 

  8. Fuyuno, I.: Brain craze. Nature 447, 18–20 (2007)

    CrossRef  Google Scholar 

  9. Granny got game? http://whatjapanthinks.com/2008/02/26/granny-got-game/

  10. Gronbaek, K., Iversen, O.S., Kortbek, K.J., Nielsen, K.R., Aagaard, L.: Igamefloor: a platform for co-located collaborative games. In: ACE’07: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 64–71. ACM, New York (2007). http://doi.acm.org/10.1145/1255047.1255061

    CrossRef  Google Scholar 

  11. Gulliksen, J., Göransson, B., Boivie, I., Blomkvist, S., Persson, J., Cajander, A.: Key principles for user-centred systems design. Behav. Inf. Technol. 22(6), 397–409 (2003). doi:10.1080/01449290310001624329. http://dx.doi.org/10.1080/01449290310001624329

    CrossRef  Google Scholar 

  12. Hicks, B., Jaycox, K.: Elders, Students and Computers – A New Team. Illinois Series on Educational Application of Computers, number 7 (1976)

    Google Scholar 

  13. Human Factors/Ergonomics Handbook for the Design for Ease of Maintenance. http://tis.eh.doe.gov/techstds/standard/hdbk1140/hdbk1140.html

  14. Khoo, E.T., Merritt, T., Cheok, A.D., Lian, M., Yeo, K.: Age invaders: user studies of intergenerational computer entertainment. In: Entertainment Computing – ICEC 2007. Lecture Notes in Computer Science, vol. 4740, pp. 231–242. Springer, Berlin (2007). http://dx.doi.org/10.1007/978-3-540-74873-1_28

    CrossRef  Google Scholar 

  15. Khoo, E.T., Cheok, A.D., Nguyen, T., Pan, Z.: Age invaders: social and physical inter-generational mixed reality family entertainment. Virtual Real. 12(1), 3–16 (2008). http://dx.doi.org/10.1007/s10055-008-0083-0

    CrossRef  Google Scholar 

  16. Lazzaro, N.: Why we play games: four keys to more emotion without story. http://www.xeodesign.com/whyweplaygames.html (March 8, 2004)

  17. Matsuo, M., Nagasawa, J., Yoshino, A., Hiramatsu, K., Kurashiki, K.: Effects of activity participation of the elderly on quality of life. Yonago Acta Med. 17(46), 17–24 (2003)

    Google Scholar 

  18. McGuire, F.: Improving the quality of life for residents of long term care facilities through videogames. Act. Adapt. Aging 6, 1–7 (1984)

    CrossRef  Google Scholar 

  19. Mueller, F., Agamanolis, S., Picard, R.: Exertion interfaces: sports over a distance for social bonding and fun. In: CHI’03: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 561–568. ACM, New York (2003). http://doi.acm.org.libproxy1.nus.edu.sg/10.1145/642611.642709

    Google Scholar 

  20. National Research Council, USA: The aging population in the twenty-first century (1998)

    Google Scholar 

  21. Shneiderman, B.: Designing the User Interface: Strategies for Effective Human–Computer Interaction. Addison–Wesley, Reading (1998)

    Google Scholar 

  22. State of the family in Singapore. http://fcd.ecitizen.gov.sg/CommitteeontheFamily/Research/Executive+Summary.htm

  23. Sweetser, P., Wyeth, P.: Gameflow: a model for evaluating player enjoyment in games. Comput. Entertain. (CIE) 3(3), 3 (2005). http://dx.doi.org/10.1145/1077246.1077253

    CrossRef  Google Scholar 

  24. Thomas, K.G.F., Laurance, H.E., Luczak, S.E., Jacobs, W.J.: Age-related changes in a human cognitive mapping system: data from a computer-generated environment. Cyberpsychol. Behav. 2(6), 545–566 (1999)

    CrossRef  Google Scholar 

  25. Weisman, S.: Computer games and the frail elderly. Gerontologist 23, 361–363 (1983)

    Google Scholar 

  26. Whitcomb, G.R.: Computer games for the elderly. SIGCAS Comput. Soc. 20(3), 112–115 (1990). http://doi.acm.org/10.1145/97351.97401

    CrossRef  Google Scholar 

  27. Wii. http://en.wikipedia.org/wiki/Wii

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Adrian David Cheok .

Rights and permissions

Reprints and Permissions

Copyright information

© 2010 Springer-Verlag London Limited

About this chapter

Cite this chapter

Cheok, A.D. (2010). Age Invaders: Entertainment for Elderly and Young. In: Art and Technology of Entertainment Computing and Communication. Springer, London. https://doi.org/10.1007/978-1-84996-137-0_6

Download citation

  • DOI: https://doi.org/10.1007/978-1-84996-137-0_6

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84996-136-3

  • Online ISBN: 978-1-84996-137-0

  • eBook Packages: Computer ScienceComputer Science (R0)