Exergames for Elderly in Ambient Assisted Living Environments

Determinants for Performance Technology Acceptance
Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 150)

Abstract

Ambient Assisted Living (AAL) environments offer a solution to the challenges of the demographic change by supporting elderly and chronically ill people inside their own home environments. Serious and pervasive games can change people’s attitudes and can promote healthy behavior. However, both concepts are rarely combined and the integration of both concepts is insufficiently explored. We present a user study (n = 64) of an Exergame for AAL environments with the research foci performance and acceptance. Age is the predominant factor for performance, while the intention to use is determined by gaming frequency. Neither technical self-efficacy nor age had considerable influence on these measures. However, the interaction with the game had a considerable positive effect on the participant’s perceived health and pain. The study shows that Exergames in AAL environments are a viable solution to support the autonomy and independence of people in an aging society.

Keywords

Serious games Exergames Ambient Assisted Living (AAL) Self-Efficacy Acceptance User experience Gaming frequency 

References

  1. 1.
    Giannakouris, K.: Ageing characterises the demographic perspectives of the European societies, Statistics in Focus, 72/2008, Luxembourg, Publications Office of the European Union (2008) http://ec.europa.eu/eurostat/documents/3433488/5583040/KS-SF-08-072-EN.PDF
  2. 2.
    Ho, K.K.L., Pinsky, J.L., Kannel, W.B., Levy, D.: The epidemiology of heart failure: the framingham study. J. Am. Coll. Cardiol. 22, A6–A13 (1993)CrossRefGoogle Scholar
  3. 3.
    Health at a Glance: Europe 2012. OECD Publishing (2012)Google Scholar
  4. 4.
    Kleinberger, T., Becker, M., Ras, E.: Ambient intelligence in assisted living: enable elderly people to handle future interfaces. In: Univers Access HCI, pp. 103–112 (2007)Google Scholar
  5. 5.
    Röcker, C.: Designing ambient assisted living applications : an overview over state-of-the-art implementation concepts. In: International Conference on Information and Digital Engineering (ICIDE 2011), pp. 167–172 (2011)Google Scholar
  6. 6.
    Brauner, P., Calero Valdez, A., Schroeder, U., Ziefle, M.: Increase physical fitness and create health awareness through exergames and gamification. In: Holzinger, A., Ziefle, M., Hitz, M., Debevc, M. (eds.) SouthCHI 2013. LNCS, vol. 7946, pp. 349–362. Springer, Heidelberg (2013)CrossRefGoogle Scholar
  7. 7.
    Grimes, A., Kantroo, V., Grinter, R.E.: Let’s play!: mobile health games for adults (2010)Google Scholar
  8. 8.
    Weisman, S.: Computer games for the frail elderly. Gerontologist 23, 361–363 (1983)CrossRefGoogle Scholar
  9. 9.
    Gerling, K., Schild, J., Masuch, M.: Exergame design for elderly users: the case study of SilverBalance. In: ACE 2010, pp. 66–69 (2010)Google Scholar
  10. 10.
    Premack, D.: Toward empirical behavior laws: I Positive reinforcement. Psychol. Rev. Psychol. Rev. 66, 219 (1959)CrossRefGoogle Scholar
  11. 11.
    Ziefle, M., Röcker, C., Wilkowska, W., Kasugai, K., Klack, L., Möllering, C., Beul, S.: A multi-disciplinary approach to ambient assisted living. In: Röcker, C., Ziefle, M. (eds.) E-Health, Assistive Technologies and Applications for Assisted Living: Challenges and Solutions, pp. 76–93. IGI Global, Hershey (2011)CrossRefGoogle Scholar
  12. 12.
    Kasugai, K., Ziefle, M., Röcker, C., Russel, P.: Creating spatio-temporal contiguities between real and virtual rooms in an assistive living environment. In: Bonner, J., Smyth, S., O’ Neill, S., Mival, O. (eds.) Proceedings of Create 10 Innovative Interactions, Loughborough, Elms Court, pp. 62–67 (2010)Google Scholar
  13. 13.
    Brauner, P., Rausch, C., Beul, S., Ziefle, M.: Alt schlägt Jung Bewegungsförderung für Ältere durch Serious Games. In: Jeschke, S., Kobbelt, L., Dröge, A. (eds.) Exploring Virtuality - Virtualität im interdisziplinären Diskurs, pp. 215–239. Springer, Wiesbaden (2014)CrossRefGoogle Scholar
  14. 14.
    Beier, G.: Kontrollüberzeugungen im Umgang mit Technik [Locus of control when interacting with technology]. Rep. Psychol. 24, 684–693 (1999)Google Scholar
  15. 15.
    Ziefle, M., Bay, S.: How older adults meet complexity: aging effects on the usability of different mobile phones. Behav. Inf. Technol. 24, 375–389 (2005)CrossRefGoogle Scholar
  16. 16.
    Schuler, H., Prochaska, M.: LMI: Leistungsmotivationsinventar [Dimensionen berufsbezogener Leistungsorientierung]. Hogrefe (2001)Google Scholar
  17. 17.
    Venkatesh, V., Morris, M.G., Davis, G.B., Davis, F.D.: User acceptance of information technology: toward a unified view. MIS Q. 27, 425–478 (2003)Google Scholar
  18. 18.
    Borg, G.A.V.: Psychophysical bases of perceived exertion. Med. Sci. Sports Exerc. 14, 377–381 (1982)Google Scholar

Copyright information

© Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2015

Authors and Affiliations

  1. 1.Human-Computer Interaction CenterRWTH Aachen UniversityAachenGermany

Personalised recommendations