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Video Games For The Elderly

How can video games be made more appealing to the elderly?

Titel: Video Games For The Elderly

Seminararbeit , 2023 , 38 Seiten , Note: 1,3

Autor:in: Christian Dordel (Autor:in)

Informatik - Wirtschaftsinformatik
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Zusammenfassung Leseprobe Details

The elderly population is growing rapidly worldwide. This group is at higher risk for age-related losses in hearing, vision, mobility, and cognition. Video games have been shown to be effective in improving physical and psychological abilities of the elderly. However, there is limited research on how to make video games more appealing to the elderly. This paper addresses this gap by processing the first steps of the Design Science Methodology for developing an artifact that provides guidelines for creating video games that are attractive and usable for people aged 65 and older. The artifact is based on a literature review and the Design Science Research Methodology.

Leseprobe


Table of Contents

1 Introduction

2 Literature Review

3 Methodology

4 Design

4.1 Meta-Requirements

4.2 Design Principles

4.3 Design Features

4.4 Mockup Video Games

5 Discussion

Objectives & Topics

This paper aims to define a comprehensive set of guidelines to improve the attractiveness and usability of video games for individuals aged 65 and over. Utilizing Design Science Research, the study seeks to bridge the gap in existing research regarding entertainment-focused gaming for the elderly by identifying specific requirements and architectural design features.

  • Analysis of age-related physical and cognitive impairments affecting gaming.
  • Development of eight distinct meta-requirements for elderly-friendly software.
  • Establishment of five core design principles derived from kernel theories.
  • Specification of sixteen concrete design features tailored for the elderly target group.
  • Visualization of design guidelines through mockup examples (Trivia and Board games).

Extract from the book

4.3 Design Features

To design the artifact, concrete design features are derived from the previously defined design principles based on kernel theories, to comply with the demands of the meta-requirements.

From the first design principle regarding the technical implementation, the first design feature is concluded. It is decided to use a smartphone or a tablet as the technical device on which the video game is played, with a clear tendency towards the tablet. Both are operated using a touch screen as a direct input device, with the advantage that this is easier for the elderly to adopt and is a more natural method of interaction in contrast to holding a game controller or using a computer mouse, which both are more demanding in consideration of age-related limitations (Gerling et al., 2012; Jochems et al., 2013; Palacio et al., 2017). Smartphone and tablet, both can be updated via internet with software and new games, and in addition, both are portable, no additional hardware is required, and they can be operated in different positions that are comfortable for the user (Vasconcelos et al., 2012). In conclusion, the larger screen size favors the tablet over the smaller smartphone to compensate for the loss in vision (Vasconcelos et al., 2012).

DF01: Tablet as gaming device

Summary of Chapters

1 Introduction: This chapter defines the aging demographic shift, identifies the lack of entertainment-focused research for elderly gamers, and introduces the research question and methodology.

2 Literature Review: This section gathers existing theories and research on the health, cognitive, and social effects of video games for the elderly, identifying gaps in current game design knowledge.

3 Methodology: It details the application of the Design Science Research Process Model, explaining the six-step approach used to move from problem identification to artifact creation.

4 Design: This chapter presents the core findings, detailing the definition of meta-requirements, design principles, and 16 concrete design features, concluding with two visual game mockups.

5 Discussion: The final section summarizes the research results, acknowledges the limitations of the study, and provides recommendations for future empirical research and user clustering.

Keywords

Video games, Elderly, Design Science Research, User Experience, Accessibility, Meta-Requirements, Design Principles, Cognitive Impairment, Tablet Gaming, Social Inclusion, Human-Computer Interaction, Game Design, Gerontology, Usability, Interaction Design

Frequently Asked Questions

What is the primary focus of this research paper?

The paper focuses on identifying how video games can be made more appealing and usable for the elderly population, specifically for entertainment purposes rather than purely therapeutic use.

What are the central themes addressed in the work?

The central themes include the physical and cognitive challenges associated with aging, the necessity of accessible user interface design, and the role of social interaction in enhancing the gaming experience for seniors.

What is the primary research question?

The research is guided by the fundamental question: "How can video games be made more appealing to the elderly?"

Which scientific methodology is utilized?

The paper employs the Design Science Research Methodology as introduced by Walls et al. (1992) and refined by Hevner et al. (2004) and Peffers et al. (2007).

What does the main part of the paper cover?

The main part covers the formulation of meta-requirements, the derivation of design principles, and the specification of 16 actionable design features, exemplified through concrete game mockups.

Which keywords characterize this paper?

The paper is characterized by terms such as Video games, Elderly, Design Science Research, Accessibility, User Experience, and Social Inclusion.

Why is the tablet preferred over a smartphone for this target group?

According to the study, the tablet's larger screen size is preferred because it better compensates for age-related vision loss (presbyopia and clarity issues) compared to smaller smartphone screens.

How does the paper address the diverse skill levels of elderly users?

The paper proposes features like customizable preferences (DF10) and comprehensive in-game support/tutorial functions (DF09) to accommodate the varied health statuses and comfort levels of older users.

What is the role of the mockups presented in the paper?

The mockups visualize how the derived theoretical guidelines can be applied in practice for different game genres, such as trivia quizzes and classic board games.

Ende der Leseprobe aus 38 Seiten  - nach oben

Details

Titel
Video Games For The Elderly
Untertitel
How can video games be made more appealing to the elderly?
Hochschule
FernUniversität Hagen  (Lehrstuhl für Betriebswirtschaftslehre, insb. Gestaltung soziotechnischer Informationssysteme)
Veranstaltung
Senioren in der Digitalisierung
Note
1,3
Autor
Christian Dordel (Autor:in)
Erscheinungsjahr
2023
Seiten
38
Katalognummer
V1430699
ISBN (eBook)
9783346983152
ISBN (Buch)
9783346983169
Sprache
Englisch
Schlagworte
digitalization video games age elderly healthcare design science older adults motivation mobile applications
Produktsicherheit
GRIN Publishing GmbH
Arbeit zitieren
Christian Dordel (Autor:in), 2023, Video Games For The Elderly, München, GRIN Verlag, https://www.grin.com/document/1430699
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Leseprobe aus  38  Seiten
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