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iStoppFalls exergame interfaces 

iStoppFalls exergame interfaces 

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The objective of this paper is to provide an overview of the iStoppFalls exergames, in association with digital game genres and aesthetics. This paper aims to present the links between game theory and the developed exergames presented in this paper, resulting in a series of proposed recommendations. Although there is a growing body of work associat...

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... Include dual tasks to shift or divide attention Across all three games, the user is shown a series of icons situated on the screen (c.f. Figure 2). The 'Kinect tracked 100%' icon displays to the user their stance at that point in time and is located at the bottom left hand side of the screen. ...

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Citations

... Three purpose-built exergames were designed, developed and implemented into the ISF system. Marston and colleagues [57,58] provide an extensive overview of the purpose-built exergames: the Bumble Bee Park, Hills 'n' Skills and The Bistro exergames ( Figure 5). Each exergame incorporated strength and balance exercises from the Otago programme [58], while additional Otago exercises ( Figure 6) were integrated into the system under the 'training programme' option. ...
... Marston and colleagues [57,58] provide an extensive overview of the purpose-built exergames: the Bumble Bee Park, Hills 'n' Skills and The Bistro exergames ( Figure 5). Each exergame incorporated strength and balance exercises from the Otago programme [58], while additional Otago exercises ( Figure 6) were integrated into the system under the 'training programme' option. Therefore, users were able to continue building their strength and balance in conjunction with the exergames. ...
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Many barriers exist in the lives of older adult's, including health, transport, housing, isolation, disability and access to technology. The appropriate integration of technology within age-friendly communities continues to offer possible solutions to these barriers and challenges. Older adults and disabled people continue to be affected and marginalized due to lack of access to the digital world. Working collaboratively with planners, policy makers and developers, social and living spaces in the future will ensure that residents are equipped to live in an era that continues to be led by, and is dependent upon, access to technology. This review paper uniquely draws together the small volume of literature from the fields of gerontology, gerontechnology, human computer interaction (HCI), and disability. This paper examines the national and international age-friendly frameworks regarding older adults who are carers of dependent people with disabilities.
... Although research in this domain of game studies has explored younger generations, such as men in their twenties playing first-person shooter games, no study has been identified that examines the effects of flow/immersion by nongamers from Gen X. Additional research pertaining to game and population studies, with an eye to older adult's digital game players, has included: cognition and perception-related responses [27], motivation, usability and playability of digital games [28], intergenerational and collocated gaming, [29][30][31][32][33] game genre preferences, and game design and aesthetics [34][35][36]. While all of these studies have contributed to numerous academic fields (e.g., game studies, HCI, gerontology, gerontechnology, and health sciences) there is a considerable dearth of studies that probe the gaming characteristics of the Generation X age cohort. ...
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Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers. Although there have been few, current audience studies that examine this population within a gaming context, a temporal perspective reveals another story. Older members of this generation were the first age cohort to be exposed to and engage in video gameplay at an early age (i.e., childhood). With the emerging popularity of video games in the 1980s, this did not escape the attention of scholars. This study provides an overview of those early studies that assessed video game use and its potential (for better or worse) among the older members Gen X. The study themes identified include: health, education, and behavior. In addition, the first studies that identified gaming characteristics of this generation in their formative years emerged in the latter half of that decade. By identifying themes in these early studies, scholars have the potential to track an entire generation’s gaming history and characteristics from childhood to present day. Ultimately, this may glean richer insight into those qualities when they become the next older generation of digital game players.
... Participants were assigned a unique, anonymized ID that corresponded across all technologies and data collected. As users were completing the balance exergames and additional assessments (Gschwind et al., 2014;Marston, Kroll, Fink, & Eichberg, 2014), their unique ID number was recorded on the system and transferred to the knowledge-based system held at the Austrian Institute for Technology. Users were tracked by a stationery Microsoft Kinect (3-D depth sensor) connected to a smart TV and a senior mobility monitor (SMM) designed and developed by Philips comprising of a 3-D accelerometer, and barometer worn as a necklace (Gschwind et al., 2014). ...
... Instructions were presented at the beginning of the game and at the start of each level. Additional information can be found in the study of Marston et al. (2014;Marston et al., under review/revision). There are similarities between the three games including the same avatar being used across the three games, the layout/design of the screen (e.g., buttons and information) are placed in the same positions, and when the instructions are provided to the user, the same actors have been employed. ...
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Knowledge about the experiences of flow by older adults through the engagement of digital games is scarce. This article describes an important element of an international, multicenter, randomized, controlled trial which utilized three purpose-built exergames to facilitate physical activity and to assist with fall prevention of adults aged 65+ years in their homes. Measurement of flow was assessed through the distribution of the Activity Flow State Scale in participants assigned to the intervention group after completion of the trial. Results were analyzed across three areas: study centers, age-groups (50–69 years, 70–78 years, 79–84 years, and 85+), and gender. A positive trend in results was shown by participants from Valencia and Cologne and by gender. Future work should consider qualitative data collection to complement the quantitative data and to provide an in-depth understanding of users’ experiences with exergames.
... Participants were assigned a unique, anonymized ID that corresponded across all technologies and data collected. As users were completing the balance exergames and additional assessments (Gschwind et al., 2014;Marston, Kroll, Fink, & Eichberg, 2014), their unique ID number was recorded on the system and transferred to the knowledge-based system held at the Austrian Institute for Technology. Users were tracked by a stationery Microsoft Kinect (3-D depth sensor) connected to a smart TV and a senior mobility monitor (SMM) designed and developed by Philips comprising of a 3-D accelerometer, and barometer worn as a necklace (Gschwind et al., 2014). ...
... Instructions were presented at the beginning of the game and at the start of each level. Additional information can be found in the study of Marston et al. (2014;Marston et al., under review/revision). There are similarities between the three games including the same avatar being used across the three games, the layout/design of the screen (e.g., buttons and information) are placed in the same positions, and when the instructions are provided to the user, the same actors have been employed. ...
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There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected that suited play on the game consoles. Participants completed a survey that incorporated the Flow State Scale (FSS). Observations undertaken used, a seven-point scale adapted from the FSS measuring subjects’ ease of use, control of game, enjoyment, concentration, and skill. Participants reported a more positive experience on the Wii console than on the PS2 in relation to the sports genre. Qualitative data collected illustrated participants’ experienced fun, laughter, and smiling and gave more positive aural feedback than the PS2. Two of the three games (golf and tennis) played on the Wii console identified the experience of flow by participants.
Chapter
This chapter provides readers with an overview of digital gaming trends across Europe and Australia, using current and up-to-date statistics detailing gaming preferences, demographics and digital device usage and ownership. Providing a contemporary overview of the literature in the field of digital gaming and ageing the authors aim to demonstrate the work that has been covered by international academics. These domains include a series of reviews which have focused on health rehabilitation and gaming, eHealth, digital gaming, fall prevention and active ageing. Further discussion focuses on the use and deployment of mobile health apps and digital gaming and how they are used within the field of ageing, in regard to gamification, chronic health conditions and the nature of interaction and engagement by users. Results are presented from the iStoppFalls project, whereby an ICT survey was deployed to ascertain participants ICT usage, ownership and behaviours. The results in this chapter focus primarily on digital games, how participants learnt to play games, their preferred game genres and online gaming habits. Common challenges are explored and discussed by the authors in regards to gaming research with recommendations proposed for future use and engagement of digital gaming, mobile health apps and wearables.