Skip to main content

Personalization of Serious Videogames for Occupational Engagement for Elderly

  • Conference paper
Ambient Assisted Living and Active Aging (IWAAL 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 8277))

Included in the following conference series:

  • 1217 Accesses

Abstract

Recently, the use of video games has been extended to attenuate the cognitive deterioration in elderly. However, not all interventions based on videogames have shown benefits, and very limited research has been made on the design and evaluation of serious videogames that promote a change of attitude in the players, along with entertainment, to properly develop cognitive skills. To this end we have developed a serious videogame prototype to support occupational engagement, based on personalization, that incorporates strategies to encourage and reward with a more meaningful and well-defined purpose for the elderly, and validated it by an expert in cognitive psychology. As a result, although it is needed to adjust levels of competitiveness and provide a positive reward to player achievements, such videogame can support elderly behaviors to social participation that is considered a relevant issue in Chilean society, as it raises challenging issues for cognitive stimulation.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Yankner, B.A., Lu, T., Loerch, P.: The Aging Brain. Annu. Rev. Pathol. 3, 41–66 (2008)

    Article  Google Scholar 

  2. Diaz, B.E., Martinez Lozano, A.J., Núñez Rodríguez, V.: Características biopsicosociales en una población anciana. Rev. Cubana Enfermer. 19 (2003)

    Google Scholar 

  3. Basak, C., Boot, W.R., Voss, M.W., Kramer, A.F.: Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging 23, 765–777 (2008)

    Article  Google Scholar 

  4. Stern, Y., Blumen, H.M., Rich, L.W., Richards, A., Herzberg, G., Gopher, D.: Space Fortress game training and executive control in older adults: A pilot intervention. Aging, Neuropsychology, and Cognition 18, 653–677 (2011)

    Article  Google Scholar 

  5. Abt, C.C.: Serious Games, pp. 10–14. University Press of America, Lanham (1987)

    Google Scholar 

  6. Bakkes, S., Tan, C.T., Pisan, Y.: Personalised gaming: a motivation and overview of literature. In: 8th Australasian Conference on Interactive Entertainment: Playing the System, p. 4. ACM (2012)

    Google Scholar 

  7. Kielhofner, G.: Conceptual foundations of occupational therapy practice. G-Reference, Information and Interdisciplinary Subjects Series. FA Davis Co. (2009)

    Google Scholar 

  8. Zwartkruis-Pelgrim, E., de Ruyter, B.: Developing an Adaptive Memory Game for Seniors. In: Markopoulos, P., de Ruyter, B., IJsselsteijn, W.A., Rowland, D. (eds.) Fun and Games 2008. LNCS, vol. 5294, pp. 170–181. Springer, Heidelberg (2008)

    Chapter  Google Scholar 

  9. Lopes, R., Bidarra, R.: Adaptivity Challenges in Games and Simulations: A Survey. IEEE Transactions on Computational Intelligence and AI in Games 3, 85–99 (2011)

    Article  Google Scholar 

  10. Cheong, Y.-G., Jhala, A., Bae, B.-C., Michael Young, R.: Automatically Generating Summary Visualizations from Game Logs. In: Fourth Artificial Intelligence and Interactive Digital Entertainment Conference, AIIDE 2008. AAAI, Menlo Park (2008)

    Google Scholar 

  11. Lewis, J.M., Trinh, P., Kirsh, D.: A corpus analysis of strategy video game play in Starcraft: Brood war. In: 33rd Annual Conference of the Cognitive Science Society, pp. 687–692 (2011)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer International Publishing Switzerland

About this paper

Cite this paper

Bruno, M.A., Aldunate, R.G., Meléndez, J. (2013). Personalization of Serious Videogames for Occupational Engagement for Elderly. In: Nugent, C., Coronato, A., Bravo, J. (eds) Ambient Assisted Living and Active Aging. IWAAL 2013. Lecture Notes in Computer Science, vol 8277. Springer, Cham. https://doi.org/10.1007/978-3-319-03092-0_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-03092-0_8

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-03091-3

  • Online ISBN: 978-3-319-03092-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics