Heuristics for designing pervasive game experiences in the older adult population

dc.contributor.authorCardona, Johnny Salazar
dc.contributor.authorGutiƩrrez Vela, Francisco Luis
dc.contributor.authorArango Lopez, Jeferson
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2024-05-20T16:44:40Z
dc.date.available2024-05-20T16:44:40Z
dc.date.issued2024-05-13
dc.description.abstractOlder adults face significant challenges when trying to incorporate contemporary technology into their lives, which negatively impacts their ability to take full advantage of technological advances in their daily routines. This problem is particularly evident in the entertainment domain, where technological video games can be beneficial to those who venture to use them. Although a growing number of older people are adopting digital games in their daily activities, increasing technological sophistication also creates obstacles in their adaptation process. An example of this is the proliferation of pervasive technological games, which make use of devices such as virtual assistants, sensors embedded in mobile devices, and virtual reality to provide advantages to the older adult population. This article will address the fundamental aspects aimed at improving the game experience in these pervasive environments, taking into consideration the specific needs of this demographic group. This results in the specification of a set of heuristics that can be used to identify potential design problems in game-based systems with some degree of pervasiveness oriented to the elderly population.
dc.identifier.citationCardona, J. S., GutiĆ©rrez Vela, F. L., Arango Lopez, J., & Moreira, F. (2024). Heuristics for designing pervasive game experiences in the older adult population. In In Ɓ. Rocha, H. Adeli, G. Dzemyda, Moreira, F., A. Poniszewska-Marańda, A. (Eds.). Good Practices and New Perspectives in Information Systems and Technologies. WorldCIST 2024, volume 4, (Part of: Lecture Notes in Networks and Systems, vol. 988, pp. 3-12). Springer. https://doi.org/10.1007/978-3-031-60224-5_1. RepositĆ³rio Institucional UPT. https://hdl.handle.net/11328/5642
dc.identifier.isbn978-3-031-60224-5
dc.identifier.isbn978-3-031-60223-8
dc.identifier.urihttps://hdl.handle.net/11328/5642
dc.language.isoeng
dc.publisherSpringer
dc.relation.hasversionhttps://doi.org/10.1007/978-3-031-60224-5_1
dc.rightsrestricted access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectOlder adults
dc.subjectPervasive
dc.subjectGame Based System
dc.subjectPlayer experience
dc.subjectPlayability
dc.subject.fosCiĆŖncias Naturais - CiĆŖncias da ComputaĆ§Ć£o e da InformaĆ§Ć£o
dc.titleHeuristics for designing pervasive game experiences in the older adult population
dc.typeconference paper
dspace.entity.typePublication
oaire.citation.endPage12
oaire.citation.startPage3
oaire.citation.titleGood Practices and New Perspectives in Information Systems and Technologies. WorldCIST 2024
oaire.citation.volume4
person.affiliation.nameUniversidade Portucalense
person.familyNameMoreira
person.givenNameFernando
person.identifier.ciencia-id7B1C-3A29-9861
person.identifier.orcid0000-0002-0816-1445
person.identifier.ridP-9673-2016
person.identifier.scopus-author-id8649758400
relation.isAuthorOfPublicationbad3408c-ee33-431e-b9a6-cb778048975e
relation.isAuthorOfPublication.latestForDiscoverybad3408c-ee33-431e-b9a6-cb778048975e

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