Abstract
In the field of elderly - exergame research, there is limited information available in the Indian context. There is a need to explore how the Indian elderly respond towards such interventions to do the exercise, and if it is not positive what kind changes need to make it more context specific. A study is conducted among Indian elderly (three sets of pilot studies with twenty Indian elderly (age 60 years and above)) with an existing game (DDR) and a tailored exergame as a fall preventive measure. The aim of the study is to give a few design recommendations to design exergame for Indian elderly. The new stepping exergame design process includes the Technology Acceptance Decision Tree (TADT), Indian Anthropometric data. The design recommendations include the prescribed sets of exercise need to convert into a game goal, repeated movements to complete one goal to avoid confusions, self-paced game speed, game theme, and avatar in the Indian context, etc. The findings of the study will be helpful for the researchers in the field of exergame for the elderly while designing for Indian or similar context.
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The authors thank the participants for their participation. Author also like to Subir Dey for the sketches used in the game interface.
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Yein, N., Pal, S. (2020). Design Interventions of an Exergame for Fall Problem in Indian Older Adults. In: Rebelo, F., Soares, M. (eds) Advances in Ergonomics in Design. AHFE 2019. Advances in Intelligent Systems and Computing, vol 955. Springer, Cham. https://doi.org/10.1007/978-3-030-20227-9_78
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