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Exergame design for elderly users: the case study of SilverBalance

Published:17 November 2010Publication History

ABSTRACT

In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.

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  1. Exergame design for elderly users: the case study of SilverBalance

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                  James H. Bradford

                  Serious gaming-the development of computer games that achieve serious goals-is becoming an active area of research. Exergames are serious games that promote physical fitness. This study explores some of the design issues involved in the creation of SilverBalance , an exergame for senior citizens. The authors recruited nine nursing home residents (the average age was 84) to play a version of SilverBalance . The game requires players to move an icon on a screen by repositioning their weight on a balance board input device; it is suitable for both players who can stand and those who are restricted to wheelchairs. The authors observed that the subjects rapidly engaged with the game, and even competed with one another as they played. The study involved a single session; as a result, there is no data on the potential benefits of the game. It is disappointing that the researchers don't report any post-gaming interviews with the subjects. Furthermore, though they present promising design criteria early in the paper, the research does not address their effectiveness. The SilverBalance project appears to be worth following, but I do not recommend this specific paper for either exergame researchers or developers. Online Computing Reviews Service

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                  • Published in

                    cover image ACM Other conferences
                    ACE '10: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
                    November 2010
                    136 pages
                    ISBN:9781605588636
                    DOI:10.1145/1971630

                    Copyright © 2010 ACM

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                    New York, NY, United States

                    Publication History

                    • Published: 17 November 2010

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