Abstract
This book chapter reviews current research in the area of digital game technology for rehabilitation, socialization, quality of life (QoL), design, and cognition. In recent years, there has been substantial progress in these areas. With technology advancement, there is the potential to facilitate aging in place, resulting in the continuation and maintenance of independent community-based living at varying stages of the life course. As technological developments improve, the concept of integrating digital game technology into the lives of an aging population is becoming more popular than ever before. However, during the implementation into the home, issues of physical space and technology integration may occur. There are many types of dwellings (apartments, houses, or bungalows) where older adults reside which contain a variety of fixtures and furnishings. Implementation of technology into these different dwellings may be difficult due to the added furniture already installed. This chapter initiates discussion within these areas and provides recommendations for future technology integration.
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Marston, H.R. (2014). Aging in Digital Places. In: van Hoof, J., Demiris, G., Wouters, E. (eds) Handbook of Smart Homes, Health Care and Well-Being. Springer, Cham. https://doi.org/10.1007/978-3-319-01904-8_60-1
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DOI: https://doi.org/10.1007/978-3-319-01904-8_60-1
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Aging in Digital Places- Published:
- 20 February 2015
DOI: https://doi.org/10.1007/978-3-319-01904-8_60-2
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Aging in Digital Places- Published:
- 24 September 2014
DOI: https://doi.org/10.1007/978-3-319-01904-8_60-1