Skip to main content

Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline

Part of the Lecture Notes in Computer Science book series (LNISA,volume 12208)

Abstract

This paper presents a selection of game design concepts to promote social interaction between older people and players from other generations. Hardware-related interaction channels, game mechanics and game content can be used to trigger positive communication between several players. The proposed concepts are based on the experience of 32 game prototypes developed with and for the oldest seniors living in several Swiss nursing and retirement homes. The games are directed at the relatives to make their visits a pleasant and positively perceived experience, with the aim of increasing well-being of all involved.

Keywords

  • Involving the elderly in HCI methodology
  • Game design for the elderly
  • Technology for the elderly’s leisure and entertainment
  • Intergenerational gaming
  • Social interaction
  • Increased well-being

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

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-030-50249-2_29
  • Chapter length: 18 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   89.00
Price excludes VAT (USA)
  • ISBN: 978-3-030-50249-2
  • 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   119.99
Price excludes VAT (USA)
Fig. 1.
Fig. 2.

References

  1. Bødker, S., Ehn, P., Sjogren, D., Sundblad, Y.: Co-operative design-perspectives on 20 years with ‘the Scandinavian IT Design Model’. In: Proceedings of NordiCHI 2000, Stockholm, October 2000

    Google Scholar 

  2. Cruwys, T., Dingle, G.A., Haslam, C., Haslam, S.A., Jetten, J., Morton, T.A.: Social group memberships protect against future depression, alleviate depression symptoms and prevent depression relapse. Soc. Sci. Med. 98, 179–186 (2013). https://doi.org/10.1016/j.socscimed.2013.09.013

    CrossRef  Google Scholar 

  3. De La Hera, T., Loos, E., Simons, M., Blom, J.: Benefits and factors influencing the design of intergenerational digital games: a systematic literature review. Societies 7(3), 18 (2017). https://doi.org/10.3390/soc7030018

    CrossRef  Google Scholar 

  4. Deci, E.L., Ryan, R.M.: Intrinsic Motivation and Self-Determination in Human Behavior. Springer, Boston (1985). https://doi.org/10.1007/978-1-4899-2271-7

    CrossRef  Google Scholar 

  5. Deci, E.L., Ryan, R.M.: Self-determination theory: a macrotheory of human motivation, development, and health. Can. Psychol./Psychologie canadienne 49(3), 182–185 (2008). https://doi.org/10.1037/a0012801

    CrossRef  Google Scholar 

  6. Fullerton, T.: Game Design Workshop, vol. 14, 4th edn. AK Peters/CRC Press, Boca Raton (2018). https://doi.org/10.1201/b22309

    CrossRef  Google Scholar 

  7. Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., Van Houten, O., Salverda, F.: Video games and the elderly. Soc. Behav. Pers. (1997). https://doi.org/10.2224/sbp.1997.25.4.345

    CrossRef  Google Scholar 

  8. Gould, J.D., Lewis, C.: Designing for usability: key principles and what designers think. Commun. ACM (1985). https://doi.org/10.1145/3166.3170

    CrossRef  Google Scholar 

  9. Ijsselsteijn, W., Nap, H.H., de Kort, Y., Poels, K.: Digital game design for elderly users. In: Proceedings of the 2007 Conference on Future Play - Future Play 2007, p. 17. ACM Press, New York (2007). https://doi.org/10.1145/1328202.1328206

  10. International Organization for Standardization: ISO 9241–210: Ergonomics of human-system interaction - Human-centred design for interactive systems (2010). https://doi.org/10.1039/c0dt90114h

  11. Kobayashi, M., Hiyama, A., Miura, T., Asakawa, C., Hirose, M., Ifukube, T.: Elderly user evaluation of mobile touchscreen interactions. In: Campos, P., Graham, N., Jorge, J., Nunes, N., Palanque, P., Winckler, M. (eds.) INTERACT 2011. LNCS, vol. 6946, pp. 83–99. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-23774-4_9

    CrossRef  Google Scholar 

  12. Loos, E., de la Hera, T., Simons, M., Gevers, D.: Setting up and conducting the co-design of an intergenerational digital game: a state-of-the-art literature review. In: Zhou, J., Salvendy, G. (eds.) HCII 2019. LNCS, vol. 11592, pp. 56–69. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-22012-9_5

    CrossRef  Google Scholar 

  13. Nap, H., Kort, Y.D., IJsselsteijn, W.: Senior gamers: preferences, motivations and needs. Gerontechnology 8(4), 247–262 (2009). https://doi.org/10.4017/gt.2009.08.04.003.00

    CrossRef  Google Scholar 

  14. Osmanovic, S., Pecchioni, L.: Beyond Entertainment. Games Cult. 11(1–2), 130–149 (2016). https://doi.org/10.1177/1555412015602819

    CrossRef  Google Scholar 

  15. Resch, T., Hädrich, M.: Virtual acoustic spaces unity spatializer with custom head tracker. In: Audio for Virtual, Augmented and Mixed Realities: Proceedings of ICSA 2019; 5th International Conference on Spatial Audio; Ilmenau, Germany, pp. 107–113 (2019). https://doi.org/10.22032/dbt.39936

  16. Richter, M., Flückiger, M.D.: Usability und UX kompakt. I. Springer, Heidelberg (2016). https://doi.org/10.1007/978-3-662-49828-6

    CrossRef  Google Scholar 

  17. Ryan, R.M., Rigby, C.S., Przybylski, A.: The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30(4), 347–363 (2006). https://doi.org/10.1007/s11031-006-9051-8

    CrossRef  Google Scholar 

  18. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003)

    Google Scholar 

  19. Salmon, J.P., Dolan, S.M., Drake, R.S., Wilson, G.C., Klein, R.M., Eskes, G.A.: A survey of video game preferences in adults: building better games for older adults. Entertainment Comput. (2017). https://doi.org/10.1016/j.entcom.2017.04.006

    CrossRef  Google Scholar 

  20. Schell, J.: The Art of Game Design: A Book of Lenses. Elsevier/Morgan Kaufmann, Amsterdam, Boston (2008)

    CrossRef  Google Scholar 

  21. Schild, J., Masuch, M.: Game design for ad-hoc multi-touch gameplay on large tabletop displays. In: Proceedings of the International Academic Conference on the Future of Game Design and Technology - Futureplay 2010, p. 90. ACM Press (2010). https://doi.org/10.1145/1920778.1920791

  22. Shapira, N., Barak, A., Gal, I.: Promoting older adults’ well-being through Internet training and use. Aging Ment. Health 11(5), 477–484 (2007). https://doi.org/10.1080/13607860601086546

    CrossRef  Google Scholar 

  23. Spinuzzi, C.: The methodology of participatory design. Tech. Commun. 52, 163–174 (2005)

    Google Scholar 

  24. Stinson, C.K.: Structured group reminiscence: an intervention for older adults. J. Continuing Educ. Nurs. 40(11), 521–528 (2009). https://doi.org/10.3928/00220124-20091023-10

    CrossRef  Google Scholar 

  25. Teather, R.J., MacKenzie, I.S.: Position vs. velocity control for tilt-based interaction. In: Proceedings - Graphics Interface, pp. 51–58. Canadian Information Processing Society (2014)

    Google Scholar 

  26. Usability.gov: User-Centered Design Basics — Usability.gov (2019). https://www.usability.gov/what-and-why/user-centered-design.html

  27. VandenBos, G.R.: APA Dictionary of Psychology, 1st edn. American Psychological Association, Washington DC. (2007)

    Google Scholar 

  28. Vasconcelos, A., Silva, P.A., Caseiro, J., Nunes, F., Teixeira, L.F.: Designing tablet-based games for seniors. In: Proceedings of the 4th International Conference on Fun and Games - FnG 2012, pp. 1–10. ACM Press, New York (2012). https://doi.org/10.1145/2367616.2367617

  29. Yamauchi, Y.: Power of peripheral designers: how users learn to design. In: Proceedings of the 4th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2009 (2009). https://doi.org/10.1145/1555619.1555637

  30. Liu, Y.: Game vs. Toy — IST 446: Game Design and Development (2014). https://sites.psu.edu/ist446/2014/01/17/game-vs-toy/

Download references

Acknowledgement

This work was supported by the Strategic Initiative “Myosotis-Garden” funded by the University of Applied Sciences and Arts of Northwestern Switzerland (FHNW). Our special thanks go to all involved students, caregivers, therapists, supporters and the many residents in elderly homes, who provided feedback, insights, ideas and countless hours of fun and enjoyment. They dedicated their precious time to our little flower called forget-me-not or Myosotis, because no one should ever be forgotten.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marco Soldati .

Editor information

Editors and Affiliations

7 Appendix 1: List of Developed Games

7 Appendix 1: List of Developed Games

Fig. 3.
figure 3

List of games developed for Myosotis (1/2)

Fig. 4.
figure 4

List of games developed for Myosotis (2/2)

Rights and permissions

Reprints and Permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Verify currency and authenticity via CrossMark

Cite this paper

Soldati, M. et al. (2020). Create Video Games to Promote Well-Being of Elderly People – A Practice-Driven Guideline. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Healthy and Active Aging. HCII 2020. Lecture Notes in Computer Science(), vol 12208. Springer, Cham. https://doi.org/10.1007/978-3-030-50249-2_29

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-50249-2_29

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-50248-5

  • Online ISBN: 978-3-030-50249-2

  • eBook Packages: Computer ScienceComputer Science (R0)