Older adults and games from a perspective of playability, game experience and pervasive environments: A systematics literature review

dc.contributor.authorCardona, Johnny Salazar
dc.contributor.authorArango-López, Jeferson
dc.contributor.authorGutiérrez Vela, Francisco Luis
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2022-08-01T12:35:06Z
dc.date.available2022-08-01T12:35:06Z
dc.date.issued2022-05-17
dc.description.abstractGames have had a growth and have been applied in different areas other than fun or entertainment. In the case of older adults, they are used as a mechanism to increase physical activity or improve cognitive training. Traditionally, games generate entertainment through consoles with motion sensors, traditional digital games or mobile devices. These initiatives can be improved when used in older adults considering the particularities of these people. Improvements can focus on both the gameplay and the design of the experience offered to the player as well as their subsequent evaluation. For this reason, we conducted a systematic review of the literature to identify the actual advances in these areas. Also, through the review it was possible to identify that games have been used to generate deeper and more complete experiences such as those offered by pervasivity in a variety of contexts.pt_PT
dc.identifier.citationCardona, J. S., Arango Lopez, J., Gutiérrez Vela, F. L., & Moreira, F. (2022). Older adults and games from a perspective of playability, game experience and pervasive environments: A systematics literature review. In A. Rocha, H. Adeli, G. Dzemyda, F. Moreira (Eds.), Information Systems and Technologies. WorldCIST 2022. Lecture Notes in Networks and Systems, (vol. 469, pp. 444-453). Springer, Cham. https://doi.org/10.1007/978-3-031-04819-7_42. Repositório Institucional UPT. http://hdl.handle.net/11328/4383pt_PT
dc.identifier.doihttps://doi.org/10.1007/978-3-031-04819-7_42pt_PT
dc.identifier.isbn978-3-031-04818-0 (Print)
dc.identifier.issn978-3-031-04819-7 (Online)
dc.identifier.urihttp://hdl.handle.net/11328/4383
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringer, Champt_PT
dc.rightsrestricted accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectPervasive experiencespt_PT
dc.subjectPlayabilitypt_PT
dc.subjectOlder adultspt_PT
dc.subjectGame experiencept_PT
dc.subjectPlayer experiencept_PT
dc.titleOlder adults and games from a perspective of playability, game experience and pervasive environments: A systematics literature reviewpt_PT
dc.typeconferenceObjectpt_PT
degois.publication.firstPage444pt_PT
degois.publication.lastPage453pt_PT
degois.publication.titleInformation Systems and Technologies. WorldCIST 2022. Lecture Notes in Networks and Systemspt_PT
degois.publication.volume469pt_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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