| Literature DB >> 32708679 |
Antonio Rienzo1, Claudio Cubillos2.
Abstract
A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human-Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization and exercise promotion, and cognitive and psychomotor skills improvement, all within the context of active and healthy aging. The objective of this work is to carry out a systematic literature review investigating the player experience of the elderly in digital games. The work allowed answering five research questions that were formulated. The evolution and maturity level of the research area are studied together with the research methods used. The factors that motivate adults to play were also analyzed; what are the recommended technical characteristics for games and some tools and metrics with which games are evaluated for older adults? Research gaps were detected in the area; there are not many specific studies on playability and player experience applied to the older adult, nor are there proven tools and metrics to evaluate them. Particular techniques for assessing and designing games focused on older adults are lacking, and quantitative studies that better identify the factors that affect the playability and experience of older adults in digital games.Entities:
Keywords: digital games; elderly; mobile health applications; playability; player experience
Mesh:
Year: 2020 PMID: 32708679 PMCID: PMC7411672 DOI: 10.3390/s20143958
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Relationship between playability and player experience.
Results of searches in publication database.
| Key Words | WoS | Scopus | Springer | IEEE | Science Direct | Google School | ACM DL | Others | TOTAL |
|---|---|---|---|---|---|---|---|---|---|
| Playability & Elderly | 1 | 5 | 57 | 1 | 35 | 744 | 0 | ||
| Playability & Older Adults | 2 | 1 | 28 | 0 | 19 | 767 | 1 | ||
| Playability & Older People | 2 | 1 | 17 | 0 | 11 | 752 | 0 | ||
| Player Experience & Elderly | 0 | 5 | 87 | 2 | 32 | 716 | 8 | ||
| Player Experience & Older Adults | 0 | 9 | 51 | 2 | 19 | 549 | 2 | ||
| Player Experience & Older People | 0 | 3 | 20 | 1 | 10 | 245 | 0 | ||
| Sub Totals | 5 | 24 | 260 | 6 | 126 | 3773 | 11 | 44 | 4249 |
| Pre-Selected | 1 | 11 | 11 | 5 | 4 | 47 | 9 | 44 | 132 |
| Less repeated ones | 75 | ||||||||
| 1st Selection | 57 | ||||||||
| 2nd Selection | 34 |
Figure 2Number of articles found in search sites.
Figure 3Number of articles found in search sites per year.
Results of searches.
| Documents Classes | Documents |
|---|---|
| Conferences | 44 |
| Articles | 29 |
| Thesis | 2 |
| Total | 75 |
Figure 4Quantity by classes of documents.
Figure 5Number of items found by Types of Documents.
Results of searches.
| Types of Documents | Documents |
|---|---|
| Reviews | 4 |
| Study Cases | 46 |
| Proposals | 25 |
| Total | 75 |
Figure 6PRISMA scheme for the selections.