Skip to main content

Pre-studies on Using Digital Games for the Elderly’s Physical Activities

  • Conference paper
  • First Online:
Building Sustainable Health Ecosystems (WIS 2016)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 636))

Included in the following conference series:

Abstract

In this study, we conducted the pre-studies of Gamified Solutions in Healthcare (GSH) project. The main objectives of these pre-studies are to understand game design guidelines, the usability of Kinect, commercial, and non-commercial games. In pre-study 1, we conducted a literature review of motivational factors for the elderly’s physical rehabilitation. In pre-study 2, we reviewed commercial games for the elderly. We conducted a usability testing of Microsoft Kinect with eight elderly in pre-study 3. Then, in pre-study 4, we conducted a usability testing of Puuha’s game and two commercial games with five elderly participants. The findings from the literature review of motivational factors provide us useful game design guidelines how to motivate the elderly. The findings from the review of commercial games highlight that commercial games lack important design guidelines for the elderly. We also learn from the usability testing that Kinect has the potential to be used as an input device for the elderly, but built-in gestures are difficult for the elderly. Finally, the findings from the usability testing of Puuha’s game and two commercial games provide us insightful game design and usability guidelines for the elderly. These findings are useful for our future game development for the elderly.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Al Mahmud, A., Mubin, O., Shahid, S., Martens, J.-B.: Designing social games for children and older adults: two related case studies. Entertain. Comput. 1(3–4), 147–156 (2010)

    Article  Google Scholar 

  2. Boon, S.D., Brussoni, M.J.: Popular images of grandparents: examining young adults’ views of their closer grandparents. Pers. Relat. 5(1), 105–119 (1998)

    Article  Google Scholar 

  3. Lloyd, J.: The State of Ingergeneratoinal Relations Today. ILC-UK, London (2008)

    Google Scholar 

  4. Ross, N., Hill, M., Sweeting, H., Cunningham-Burley, S.: Grandparents and teen grandchildren: exploring intergenerational relationships. Report for the ESRC, Center for Research on Families and Relationships (2005)

    Google Scholar 

  5. Silva, M., Correia, S.: ActiveBrain: online social platform for active and health ageing. Procedia Comput. Sci. 27, 38–45 (2013)

    Article  Google Scholar 

  6. Theng, Y.L., Chua, P.H., Pham, T.P.: Wii as entertainment and socialisation aid for the mental and social health of the elderly. In: Proceedings of 2012 ACM CHI Conference on Human Factors in Computer Systems (2012)

    Google Scholar 

  7. Brox, E., Luque, L.F., Evertsen, G.J., Hernández, J.E.G.: Exergames for elderly: social exergames to persuade seniors to increase physical activity. In: The 5th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHeatlh) (2011)

    Google Scholar 

  8. Pyae, A., Tan, B.Y., Gossage, M.: Understanding stroke patients’ needs for designing user-centered rehabilitative games. In: The 6th Annual International Conference on Computer Games Multimedia and Allied Technologies CGAT (2013)

    Google Scholar 

  9. Marinelli, E.C., Rogers, W.A.: Identifying potential usability challenges for Xbox 360 kinect exergames for older adults. In: The Human Factors and Ergonomics Society Annual Meeting, September 2014, vol. 58, issue 1, pp. 1247–1251 (2014)

    Google Scholar 

  10. Kahlbaugha, P.E., Sperandioa, A.J., Ashley, L.: Effects of playing wii on well-being in the elderly: physical activity, loneliness, and mood. Activities Adapt. Ageing 35(4), 331–344 (2011)

    Article  Google Scholar 

  11. Smit, S.T., Sherrington, C., Studenski, S. et al.: A novel dance dance revolution (DDR) system for in-home training of stepping ability: basic parameters of system use by older adults. Br. J. Sports Med. 51(2009)

    Google Scholar 

  12. Hansen, ST.: Robot games for elderly. In: The 6th International Conference on Human-Robot Interaction, pp. 413–414 (2011)

    Google Scholar 

  13. Pyae, A., Luimula, M., Smed, J.: Understanding motivational factors of stroke patients for digital games for rehabilitation. In: International Conference on Pervasive Games, PERGAMES (2014)

    Google Scholar 

  14. Maclean, N., Pound, P., Wolfe, C., Rudd, A.: The concept of patient motivation: a qualitative analysis of stroke professionals’ attitudes. Stroke 33, 444–448 (2002)

    Article  Google Scholar 

  15. Krause, N., Frank, J.W., Dasinger, L.K., Sullivan, J.J., Sinclair, S.J.: Determinants of duration of disability and return-to-work after work-related injury and illness: challenges for future research. AMJ Ind. Med. 40(4), 464–484 (2001)

    Article  Google Scholar 

  16. Shimoda, K., Robinson, R.G.: The relationship between social impairment and recovery from stroke. Psychiatry 61, 101–111 (1998)

    Google Scholar 

  17. Sanntus, G.A., Ranzenigo, A., Caregnation, R., Maria, R.I.: Social and family integration of hemiplegic elderly patients 1 year after stroke. Stroke 21, 1019–1022 (1990)

    Article  Google Scholar 

  18. Barry, J.: Patient motivation for rehabilitation. Cleft Palate J. 2, 62–68 (1965)

    Google Scholar 

  19. Finding motivation after stroke or brain damage. http://sueb.hubpages.com/hub/Finding-Motivation-after-Stroke-or-Brain-Damage. Accessed Jan 2016

  20. Holmqvish, L.W., Koch, L.: Environmental factors in stroke rehabilitation, being in hospital itself demotivates patients. Br. Med. J. 322, 1501–1502 (2001)

    Article  Google Scholar 

  21. White, G.N., Cordato, D.J., O’Rourke, F., Mendis, R.L., Ghia, D., Chang, D.K.: Validation of the stroke rehabilitation motivation scale: a pilot study. Asisan J. Gerontol. Geriatr. 7, 80–87 (2012)

    Google Scholar 

  22. Flores, E.,Tobon, G., Cavallaro, E., Cavallaro, F.I., Perry, J.C., Keller, T.:. Improving patient motivation in game development for motor deficit rehabilitation. In: Proceedings of International Conference on Advance in Computer Entertainment Technology, pp. 381–384. ACM (2008)

    Google Scholar 

  23. Van-Vliet, P.M., Wulf, G.: Extrinsic feedback for motor learning after stroke: what is the evidence? Disabil. Rehabil. 28, 831–840 (2006)

    Article  Google Scholar 

  24. Knight, A.J., Wiese, N.: Therapeutic music and nursing. poststroke rehabilitation. Rehabil. Nurs. 36(5), 200–215 (2011)

    Article  Google Scholar 

  25. Roth, E.A., Wisser, S.: Music therapy: the rhythm of recovery. Case Manag. 15(3), 52–56 (2004). http://www.xbox.com/en-US/xbox-one/accessories/kinect-for-xbox-one

  26. Pisan, Y., Garcia, J.A., Felix Navarro, K.: Improving lives: using microsoft Kinect to predict the loss of balance for elderly users under cognitive load. In: The Interactive Entertainment 2013 (IE 2013) RMIT University, Melbourne, Australia (2013)

    Google Scholar 

  27. Webster, D., Celik, O.: Systematic review of kinect applications in elderly care and stroke rehabilitation. J. Neuroeng. Rheabil. 11, 108 (2014)

    Article  Google Scholar 

  28. Ganesan, S., Anthony, L.: Using the Kinect to encourage older adults to exercise: a prototype. In: CHI 2012 Extended Abstracts on Human Factors in Computing Systems, pp. 2297–2302. ACM (2012)

    Google Scholar 

  29. Pompeu, J.E., Arduini, L.A., Botelho, A.R., et al.: Feasibility, safety and outcomes of playing Kinect adventures! for people with Parkinson’s disease: a pilot study. Physiotherapy 100(2), 162–168 (2014)

    Article  Google Scholar 

Download references

Acknowledgements

This work has been supported by Finnish Funding Agency for Technology and Innovation (Tekes), City of Turku, and several companies. We would like to thank the funding agency, the elderly participants and staffs from the service homes, the game experts from Turku Game Lab, and our industrial partners.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Aung Pyae .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this paper

Cite this paper

Pyae, A., Luimula, M., Smed, J. (2016). Pre-studies on Using Digital Games for the Elderly’s Physical Activities. In: Li, H., Nykänen, P., Suomi, R., Wickramasinghe, N., Widén, G., Zhan, M. (eds) Building Sustainable Health Ecosystems. WIS 2016. Communications in Computer and Information Science, vol 636. Springer, Cham. https://doi.org/10.1007/978-3-319-44672-1_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-44672-1_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-44671-4

  • Online ISBN: 978-3-319-44672-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics