Older adults’ motivations in game based systems: Heuristic definition and its connection with fun

dc.contributor.authorSalazar-Cardona, Johnny
dc.contributor.authorGutiérrez Vela, Francisco Luis
dc.contributor.authorArango-López, Jeferson
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2023-07-17T16:04:38Z
dc.date.available2023-07-17T16:04:38Z
dc.date.issued2023-08
dc.description.abstractEfforts are currently being made to generate wellbeing in the elderly population in order to achieve a good quality of life through the improvement of health, social interaction and psychological health. This is achieved, in addition to other options, through the application of game-based systems, presenting positive results that have been evidenced in several studies. These types of approaches are not only applied for entertainment and leisure, but also for learning and generating positive feelings, as a means of escape from loneliness, isolation, health improvement and support in daily life. Although these experiences are gradually being applied to the older adult population, they have usually been oriented to a young population with different characteristics, needs and motivations, where technological mastery is taken for granted. This makes an older adult feel limited when initially interacting with this type of experiences, which prevents them from fully using and enjoying these technological solutions. In this article, different motivational aspects that encourage older adults to use game-based systems (for learning, fun, health, etc.) were identified and characterized in order to increase the use of this type of technologies, and to improve the design and evaluation of these experiences to obtain greater enjoyment from the end users. These aspects were represented by a motivational model and then established as a set of heuristics. These heuristics were evaluated by means of an expert judgment focused on the design of game experiences, obtaining positive results for the use of these elements as guides in the design and construction of Game-Based Systems oriented to older adults. This set of heuristics and their application were published in the PL/PX web platform for detailed explanation, access and use by the academic community.pt_PT
dc.identifier.citationSalazar-Cardona, J., Gutiérrez Vela, F. L., Arango-Lopez, J., & Moreira, F. (2023). Older adults’ motivations in game based systems: Heuristic definition and its connection with fun. Computers in Human Behavior Reports, 11(100304), 1-10. https://doi.org/10.1016/j.chbr.2023.100304. Repositório Institucional UPT. http://hdl.handle.net/11328/4953pt_PT
dc.identifier.doihttps://doi.org/10.1016/j.chbr.2023.100304pt_PT
dc.identifier.issn2451-9588
dc.identifier.urihttp://hdl.handle.net/11328/4953
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherElsevierpt_PT
dc.relation.publisherversionhttps://www.sciencedirect.com/science/article/pii/S2451958823000374?via%3Dihubpt_PT
dc.rightsopen accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectOlder adultspt_PT
dc.subjectMotivationspt_PT
dc.subjectGame bases systemspt_PT
dc.subjectPlayer experiencept_PT
dc.subjectLearningpt_PT
dc.subjectFunpt_PT
dc.titleOlder adults’ motivations in game based systems: Heuristic definition and its connection with funpt_PT
dc.typejournal articlept_PT
degois.publication.firstPage1pt_PT
degois.publication.issue100304pt_PT
degois.publication.lastPage10pt_PT
degois.publication.titleComputers in Human Behavior Reportspt_PT
degois.publication.volume11pt_PT
dspace.entity.typePublicationen
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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