Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
Skip to main content

Older Adults and Games from a Perspective of Playability, Game Experience and Pervasive Environments: A Systematics Literature Review

  • Conference paper
  • First Online:
Information Systems and Technologies (WorldCIST 2022)

Abstract

Games 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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 259.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 329.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Chapman, A.: Digital games as history: how videogames represent the past and offer access to historical practice (2016). https://doi.org/10.1163/21659214-00702006

  2. ESA ‘Entertainment Software Association’: 2019 ESSENTIAL FACTS About the Computer and Video Game Industry (2019)

    Google Scholar 

  3. Ijsselsteijn, W.A., Kort, D., Poels, Y.A.W.: Game experience questionnaire. Technische Universiteit Eindhoven (2013)

    Google Scholar 

  4. Rigby, S., Ryan, R.: The player experience of need satisfaction (PENS) an applied model and methodology for understanding key components of the player experience (2004)

    Google Scholar 

  5. Brooke, J.: SUS: a “quick and dirty” usability scale. In: Usability Evaluation in Industry, pp. 207–212 (1995). https://doi.org/10.1201/9781498710411-35

  6. Rienzo, A., Cubillos, C.: Playability and player experience in digital games for elderly: a systematic literature review. Sensors (Switzerland). 20, 1–23 (2020). https://doi.org/10.3390/s20143958

    Article  Google Scholar 

  7. Clark, J.E., Lanphear, A.K., Riddick, C.C.: The effects of videogame playing on the response selection processing of elderly adults. J. Gerontol. 42, 82–85 (1987). https://doi.org/10.1093/geronj/42.1.82

    Article  Google Scholar 

  8. Montola, M.: Exploring the edge of the magic circle: defining pervasive games. Proc. DAC. 1966, 16–19 (2005)

    Google Scholar 

  9. Denton, M.: Game mechanics & game dynamics: gamification 101. https://www.gamify.com/gamification-blog/gamification-101-game-mechanics-game-dynamics, Accessed 28 July 2021

  10. Kitchenham, B., Charters, S.: Guidelines for performing systematic literature reviews in software engineering. Eng. 2, 1051 (2007). https://doi.org/10.1145/1134285.1134500

    Article  Google Scholar 

  11. Seaborn, K., Pennefather, P., Fels, D.I.: Eudaimonia and hedonia in the design and evaluation of a cooperative game for psychosocial well-being. Human-Comput. Interact. 35, 289–337 (2020). https://doi.org/10.1080/07370024.2018.1555481

    Article  Google Scholar 

  12. Santos, L.H., et al.: Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults. J. Rehabil. Assist. Technol. Eng. 6, 205566831984444 (2019). https://doi.org/10.1177/2055668319844443

    Article  Google Scholar 

  13. de Oliveira Santos, L.H., et al.: Promoting physical activity in Japanese older adults using a social pervasive game: randomized controlled trial. JMIR Serious Games. 9, 1–12 (2021). https://doi.org/10.2196/16458

    Article  Google Scholar 

  14. Mol, A.M., Silva, R.S., Ishitani, L.: Design recommendations for the development of virtual reality focusing on the elderly. In: Iberian Conference on Information System and Technology (Cist), 19–22 June 2019 (2019). https://doi.org/10.23919/CISTI.2019.8760890

  15. Tahmosybayat, R., Baker, K., Godfrey, A., Caplan, N., Barry, G.: Move well: design deficits in postural based exergames. What are We Missing? In: 2018 IEEE Games, Entertainment Media Conference, GEM 2018, pp. 24–27 (2018). https://doi.org/10.1109/GEM.2018.8516516

  16. Fornasini, S., Dianti, M., Bacchiega, A., Forti, S., Conforti, D.: Using geocaching to promote active aging: qualitative study. J. Med. Internet Res. 22, e15339 (2020). https://doi.org/10.2196/15339

    Article  Google Scholar 

  17. Cerezo, E., Blasco, A.C.: The space journey game: an intergenerational pervasive experience. In: Conference on Human. Factors in Computing System, Proceedings, pp. 1–6 (2019). https://doi.org/10.1145/3290607.3313055

  18. Merilampi, S., Mulholland, K., Ihanakangas, V., Ojala, J., Valo, P., Virkki, J.: A smart chair physiotherapy exergame for fall prevention - user experience study. In: 2019 IEEE 7th International Conference on Serious Games Applications for Healthy, SeGAH 2019, pp. 1–5 (2019). https://doi.org/10.1109/SeGAH.2019.8882482

  19. Rodrigues, J., Coelho, T., Menezes, P., Restivo, M.T.: Immersive environment for occupational therapy: pilot study. Inf. 11, 1–12 (2020). https://doi.org/10.3390/INFO11090405

    Article  Google Scholar 

  20. Subramanian, S., Dahl, Y., Skjæret Maroni, N., Vereijken, B., Svanæs, D.: Assessing motivational differences between young and older adults when playing an exergame. Games Health J. 9, 24–30 (2020). https://doi.org/10.1089/g4h.2019.0082

    Article  Google Scholar 

  21. Merilampi, S., Koivisto, A., Virkki, J.: Activation game for older adults - development and initial user experiences. In: 2018 IEEE 6th International Conference on Serious Games Applications for Health, SeGAH 2018, pp. 1–5 (2018). https://doi.org/10.1109/SeGAH.2018.8401351

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Fernando Moreira .

Editor information

Editors and Affiliations

Appendix A

Appendix A

This information is available in: https://tinyurl.com/ReviewOlderAdultsGames2.

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Cardona, J.S., Lopez, J.A., Vela, F.L.G., Moreira, F. (2022). Older Adults and Games from a Perspective of Playability, Game Experience and Pervasive Environments: A Systematics Literature Review. In: Rocha, A., Adeli, H., Dzemyda, G., Moreira, F. (eds) Information Systems and Technologies. WorldCIST 2022. Lecture Notes in Networks and Systems, vol 469. Springer, Cham. https://doi.org/10.1007/978-3-031-04819-7_42

Download citation

Publish with us

Policies and ethics