Skip to main content

From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders’ Flow Experience

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5670))

Abstract

The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders’ flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.

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

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   89.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   119.99
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

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Matsuo, M., Nagasawa, J., Yoshino, A., Hiramatsu, K., Kurashiki, K.: Effects of activity participation of elderly on quality of life. Yonago Acta Medica 17(46), 17–24 (2003)

    Google Scholar 

  2. Babyak, M., Blumenthal, J., Herman, S., Khatri, P., Doraiswany, M., Moore, K., Craighead, W., Baldewicz, T., Krishnan, K.: Exercise treatment for major depression: maintenance of therapeutic benefit at 10 months. Psychosomatic Medicine 62(5), 633–638 (2000)

    Article  Google Scholar 

  3. Czaja, S.J.: Interface design for older adults. In: Ozok, A.F. (ed.) Advances in a lied ergonomics. USA Publishing, Istanbul-West Lafayette (1996)

    Google Scholar 

  4. Lehto, M., Tekniikkaa, I.: Kayttajan kasitys asumisen automaatiosta. Ymparistoministerio, Helsinki (1998)

    Google Scholar 

  5. Kautzamann, L.N.: Introducing computers to the elderly. Physical and Occupational Therapy in Geriatrics 9(1), 27–36 (1990)

    Article  Google Scholar 

  6. Lustbader, W.: On bringing older people into the computer age. Generations 21(3), 30–32 (1997)

    Google Scholar 

  7. Sherer, M.: The impact of using personal computers of the lives of nursing residents. Physical and Occupational Therapy in Geriatrics 14, 13–31 (1996)

    Article  Google Scholar 

  8. McConatha, D., McConatha, J.T., Dermigny, R.: The use of interactive computer services to enhance the quality of life for long-term care residents. The Gerontologist 34, 553–556 (1994)

    Article  Google Scholar 

  9. Khoo, E.T., Lee, S.P., Cheok, A.D., Kodagoda, S., Zhou, Y., Toh, G.S.: Age invaders: Social and physical inter-generational family entertainment. In: CHI 2006 extended abstracts on human factors in computing systems, pp. 243–246 (2006)

    Google Scholar 

  10. Christian, H.: An activity analysis of electronic game simulators. Therapeutic Recreation Journal 12, 21–25 (1978)

    Google Scholar 

  11. McGuire, F.: Improving the quality of life for residents of long term care facilities through Videogames. Activities, Adaptation and Aging 6, 1–7 (1984)

    Article  Google Scholar 

  12. Weisman, S.: Computer games and the frail elderly. Gerontologist 23, 361–363 (1983)

    Article  Google Scholar 

  13. Whitcomb, G.R.: Computer games for the elderly. In: The conference on computers and the quality of life, Washington, D. C, USA, pp. 112–115 (1990)

    Google Scholar 

  14. Bogost, L.: The rhetoric of exergaming. In: The Digital Arts and Cultures(DAC) Conference (2006)

    Google Scholar 

  15. Fuyuno, I.: Brain craze. Nature 447, 18–20 (2007)

    Article  Google Scholar 

  16. Gronbaek, K., Iversen, O.S., Kortbek, K.J., Nielsen, K.R., Aagaard, L.: Igamefloor: a platform for co-located collaborative games. In: ACE 2007: In the international conference on advances in computer entertainment technology, pp. 64–71. ACM, New York (2007)

    Google Scholar 

  17. Fisk, A.D., Rogers, W.A., Chamess, N., Czaja, S.J., Sharti, J.: Designing for older adults: Principles and creative human factors a roaches. CRC Press, Boca Raton (2004)

    Book  Google Scholar 

  18. Patten, C.: Reeducating muscle force control in older persons through strength training. Geriatric Rehabilitation 15(3), 47–59 (2000)

    Article  Google Scholar 

  19. Chaparro, A., Rogers, M., Fernandez, J., Bohan, M., Choi, S.D., Stumpfhauser, L.: Range of motion of the wrist: Implications for designing computer input devices for the elderly. Disability & Rehabilitation 22(13), 633–637 (2000)

    Article  Google Scholar 

  20. Sommerville, I., Dewsbury, G.: Dependable domestic systems design: A socio-technical approach. Interacting with Computers 19(4), 438–456 (2007)

    Article  Google Scholar 

  21. Laprie, J.C.: Dependable computing and fault tolerance: Concepts and terminology, http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=532603&isnumber=11214

  22. Csikszentmihalvi, M.: Flow and education. NAMTA Journal 22(2), 2–35 (1997)

    Google Scholar 

  23. Sweetser, P., Wyeth, P.: Game flow: A model for evaluating player enjoyment in games. Computers in Entertainment 3(3) (2005)

    Google Scholar 

  24. Killi, K.: Digital game-based learning: Towards an experiential gaming model. Internet and Higher Education 8, 13–24 (2005)

    Article  Google Scholar 

  25. Pilke, E.M.: Flow experiences in information technology use. International Journal of Human-Computer Technology 61, 347–357 (2004)

    Article  Google Scholar 

  26. Salthouse, T.A.: The processing-speed theory of adult age differences in cognition. Psychological Review 103, 403–428 (1992)

    Article  Google Scholar 

  27. Craik, F.I.M.: Age related changes in human memory. In: Park, D., Schwarz, N. (eds.) Cognitive Aging. Psychology Press, Hove (2000)

    Google Scholar 

  28. Zacks, R.T., Hasher, L.: Cognitive gerontology and attentional inhibition: a reply to Burke and McDowd. Journal of Gerontology: Psychological Sciences 52(B), 273–283 (1997)

    Google Scholar 

  29. Scialfa, C., Ho, G., Laberge, J.: Perceptual aspects of gerotechnology. In: Kwon, S., Burdick, D. (eds.) Gerotechnology: Research and practice in technology and aging. Springer, Heidelberg (2004)

    Google Scholar 

  30. Rogers, W.A.: Attention and aging. In: Park, D.C., Schwarz, N. (eds.) Cognitive aging: a primer. Psychology Press, Hove (2000)

    Google Scholar 

  31. McDowd, J.M., Craik, F.: Effects of aging and task difficulty on divided attention performance. Journal of Experimental Psychology: Human Perception and Performance 14(2), 267–280 (1988)

    Google Scholar 

  32. Marquie, J.C., Jourdan-Boddaert, L., Huet, N.: Do older adults underestimate their actual computer knowledge? Behavior and Information Technology 21(4), 273–280 (2002)

    Article  Google Scholar 

  33. Panek, P.E.: The older worker. In: Fisk, A., Rodgers, W. (eds.) The handbook of human factors and the older adult. Academic Press, San Diego (1997)

    Google Scholar 

  34. Spirduso, W.W.: Physical dimension of aging. Human Kinetics, Champaign (1995)

    Google Scholar 

  35. Fozard, J.E., Vercruyssen, M., Reynolds, S.L., Hancock, P.A., Quilter, R.E.: Age differences and age changes in reaction time: the Baltimore longitudinal study of aging. Journal of Gerontology: Psychological Science 49, 179–189 (1994)

    Article  Google Scholar 

  36. Serrien, D., Ivry, R., Swinnen, S.P.: The missing link between action and cognition. Progress in Neurobiology 82(2), 95–107 (2007)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Hwang, MY., Hong, JC., Jong, JT., Lee, CK., Chang, HY. (2009). From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders’ Flow Experience. In: Chang, M., Kuo, R., Kinshuk, Chen, GD., Hirose, M. (eds) Learning by Playing. Game-based Education System Design and Development. Edutainment 2009. Lecture Notes in Computer Science, vol 5670. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03364-3_55

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-03364-3_55

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03363-6

  • Online ISBN: 978-3-642-03364-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics