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Author: Ana Isabel Veloso, University of Aveiro - DigiMedia, Portugal Liliana Vale Costa, University of Aveiro - DigiMedia, Portugal
ISBN: 9788770224376 e-ISBN: 9788770224369
Price: € 95.00
Available: October 2021
Description:
Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices. Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs. Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored. Topics discussed in the book include:
Keywords:
Games, Active Ageing, Gamification, Wellbeing, Senior Tourism, Informational Literacy, Wellness Market, game design