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Screen captures showing the original single health bar (a) and the segmented health bar (b)

Screen captures showing the original single health bar (a) and the segmented health bar (b)

Source publication
Conference Paper
Full-text available
Health mechanisms in games evoke strong emotions in players, which can affect their overall perception and experience with a game. We undertook a pilot study (N=32) to examine what affect a change from a single health bar to a segmented health bar would have on player's perception and game preference. We designed a segmented health bar for the game...

Contexts in source publication

Context 1
... designed and implemented a modified version of BrowserQuest [7] that used a segmented health bar instead of the single health bar, Figure 1. The new health bar required changes to the game's behavior in order to implement a wider variety of reactions in the avatar in response to different injuries it may suffer during the game. ...
Context 2
... was creating the image sprite for CSS. BrowserQuest uses CSS rules to render the health bar based on the health points it calculates, so the image sprite of a single bar had to be changed so that instead of the CSS code attempting to render a single health bar from the image sprite it would instead render the segmented health bar shown in Fig. ...

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Citations

... punctuation, lives, resources. Segmented health bar...) [2,16,23,24,25,35,40,55]; 4. The game outcomes are fair in terms of the challenges solved [1,25]; 5. Turn the players' score/status visible [1,24,25]; 6. Ease the process of obtaining information about its surroundings [24]; 6. Use sound to provide meaningful feedback [1,24,30,49]  Game experience and aesthetics: Encourage fun and replay [1,2,11,21,24,25,27,35,36,37,42,49]; and Provide a positive game-based and learning experience [26,27,29,42];  Outcome -Reward/Punishment: Reward the player by increasing their capabilities (power-ups) and expanding their skills and resources [1,2,18,26,39];  AI (Artificial Intelligence): Provide different levels of AI depending on the level design and players' play (novice & experts) [2,36,47,49,51];  Level design: Adjust the game challenges to the players' skills [2,23,24,27,33,35,38,39,42,51]; and Provide different levels of difficulty [1,2,11,18,24,25,33,35,36,39,48,49];  Gameplay and rules: Encourage a sense of control from the player relative to their avatar and the impact of their actions onto the game world [23,25,27,30,36,39]; Match players' movements to on-screen actions [2,5,19,20,30,46] and monitor information related with the game activity [21,27,28,36,47,53];  Feedback: Provide immediate in-game feedback [1,16,23,24,25,26,28,30,47,49,52,54] and; Provide information on players' game status and players' performance in the game [2,15,24,35,37,47]. ...
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Thesis
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According to the World Health Organization (WHO), physical health is one of the indicators for the elderly’s quality of life, and it declines with increasing age. Participation in regular physical exercises can help the elderly improve their physical and functional health, and this has been aided by the use of modern technologies such as robots and other assistive technologies. Of these latest technologies, digital games have shown promise to improve and enhance the elderly’s physical exercise activities through fun, entertaining, and engaging gameplay. Some commercial games in the market (e.g. Microsoft Kinect-Sports and Nintendo Wii Sports games) have shown the potential to improve the elderly’s physical health such as gait, balance, and fall prevention. In recent years, Finnish researchers have used digital games to promote older Finns’ healthy and active ageing; however, further research is needed particularly in the context of Finland. Thus, in this research, we used a digital game-based exercise system called the Skiing Game, designed and developed by the Turku Game Lab, to specifically assess its applications for older Finns’ physical activities, focusing on the quality of users’ experiences, and their reported ease of use and perceived usefulness. By using the mixed methods approach, which applies both qualitative and quantitative research methods, we then evaluated the Skiing Game in Finland with 21 elderly Finns, as well as conducted a comparative test of the game in Japan with 24 elderly Japanese participants to further understand non-Finnish elderly users’ experiences and their perceptions of its usefulness. The findings from the usability study of the Skiing Game in Finland demonstrated that elderly Finns, who never played digital games before the study, had a positive experience in the gameplay, and their motivation was noticeably high. Although prior to the study most of them had negative views and misconceptions about digital games (e.g. “Digital games are only for the younger generation”), after the gameplay their attitudes were decidedly positive. It also confirmed that elderly Finns have a genuine interest in digital game-based exercises and strong intentions to play digital games as a form of physical exercise in the future. They acknowledged that whilst playing digital games could be an alternative way of exercising for them their use would primarily be when they don’t have access to their usual non-digital physical exercise. They recommended using digital games as an alternative exercise at home-based settings while showing the potential use of them at elderly homes and clinical settings (e.g. rehabilitation centers). The findings from the cross-country usability testing in Japan showed that the elderly Japanese people also had similar positive user experiences in playing digital games, and also intend to use them in the future. In addition, the Japanese usability study confirmed that the Skiing Game is well-accepted by non-Finnish elderly people outside of Finland. The findings from this study can provide valuable insights and create opportunities particularly for Finnish policymakers and healthcare practitioners in Finland who are keen to introduce digital games into the aged-care sector in Finland. For instance, our study suggests that digital game-based interventions can be implemented and introduced to elderly Finns at aged homes, clinical and home-based settings. Furthermore, digital game-based activities can be deployed and integrated into conventional non-digital physical exercise programs at elderly homes and individual family homes across Finland. The studies have also provided valuable insights into the optimal methods for introducing Finnish digital games to international markets, in particular, digital games tailored specifically for the physical exercise needs and motivations of the elderly. Based on the usability lessons learned from these two studies, recommendations for practitioners and designers regarding improvements in game design and development are made in this report. Implementing these modifications into future designs and further development of digital games for the elderly will improve their commercial viability and user uptake. Last but not least, the findings from this study open doors for researchers in digital media and gerontechnology to further study in the context of digital games for active and healthy ageing.