Literature DB >> 31368834

Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults.

John Edison Muñoz1, Afonso Gonçalves2, Élvio Rúbio Gouveia3, Mónica S Cameirão2, Sergi Bermúdez I Badia2.   

Abstract

Background: The design of meaningful and enjoyable Exergames for fitness training in older adults possesses critical challenges in matching user's needs and motivators with game elements. These challenges are often due to the lack of knowledge of seniors' game preferences and technology literacy as well as a poor involvement of the target population in the design process. Objective: This research aims at describing a detailed and scrutinized use case of applying human-centered design methodologies in the gamification of fitness training routines and illustrates how to incorporate seniors' feedback in the game design pipeline. Materials and
Methods: We focus on how to use the insights from human-centered inquiries to improve in-game elements, such as mechanics or esthetics, and how to iterate the game design process based on playtesting sessions in the field.
Results: We present a set of four Exergames created to train the critical functional fitness areas of older adults. We show how through rapid prototyping methods and multidisciplinary research, Exergames can be rigorously designed and developed to match individual physical capabilities. Moreover, we propose a set of guidelines for the design of context-aware Exergames based on the lessons learned.
Conclusion: We highlight the process followed; it depicts 19 weeks of various activities delivering particular and actionable items that can be used as a checklist for future games for health design projects.

Entities:  

Keywords:  Exergaming; Fitness training; Motion tracking; User-centered design

Mesh:

Year:  2019        PMID: 31368834     DOI: 10.1089/g4h.2018.0028

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  4 in total

1.  Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.

Authors:  Judith E Deutsch; Aurora James-Palmer; Harish Damodaran; Urska Puh
Journal:  J Neuroeng Rehabil       Date:  2021-04-14       Impact factor: 4.262

2.  Impact of multidimensional interventions on quality of life and depression among older adults in a primary care setting in Brazil: a quasi-experimental study.

Authors:  Bruno A da S Dantas; Jessica M A de Miranda; Anna C V Cavalcante; Gislani A da S Toscano; Larissa S S Torres; Simone C de O Rossignolo; Thaiza T X Nobre; Eulália M C Maia; Francisco A N de Miranda; Gilson de V Torres
Journal:  Braz J Psychiatry       Date:  2019-12-09       Impact factor: 2.697

3.  Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly.

Authors:  Meiling Chen; Qingfeng Tang; Shoujiang Xu; Pengfei Leng; Zhigeng Pan
Journal:  Int J Environ Res Public Health       Date:  2020-10-01       Impact factor: 3.390

4.  Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.

Authors:  John Muñoz; Samira Mehrabi; Yirou Li; Aysha Basharat; Laura E Middleton; Shi Cao; Michael Barnett-Cowan; Jennifer Boger
Journal:  JMIR Serious Games       Date:  2022-01-19       Impact factor: 4.143

  4 in total

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