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Exergame design for elderly users: the case study of SilverBalance

Published: 17 November 2010 Publication History

Abstract

In this paper, we discuss chances and challenges of game design for an elderly audience with a focus on the development of safe and usable exertion games for frail senior citizens. Based on an analysis of theoretical constraints, we conducted a case study which implements different balance tasks for elderly players featuring the Nintendo Wii Balance Board which encourages users to actively engage in game play. Furthermore, we tested the feasibility of the board as input device for our case study SilverBalance. Our results indicate that age-related impairments influence the use of video games among frail elderly in many respects, hence their needs have to be considered during the design process. In this context, our paper provides a foundation for future research regarding digital games for the elderly.

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cover image ACM Other conferences
ACE '10: Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
November 2010
136 pages
ISBN:9781605588636
DOI:10.1145/1971630
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • NTPU: National Taipei University
  • Ministry of Education, Taiwan
  • National Science Council, Taiwan
  • CUTE: Keio-NUS CUTE Center

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 17 November 2010

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Author Tags

  1. assistive technologies
  2. elderly
  3. exergaming
  4. game design
  5. game interface design
  6. safety
  7. silver gaming
  8. usability

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ACE '10
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  • NTPU
  • CUTE

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Overall Acceptance Rate 36 of 90 submissions, 40%

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  • (2024)The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older AdultsProceedings of the ACM on Human-Computer Interaction10.1145/36771068:CHI PLAY(1-34)Online publication date: 15-Oct-2024
  • (2024)Developing Assistive Technology Products Based on Experiential Learning for Elderly CareSN Computer Science10.1007/s42979-024-02860-y5:5Online publication date: 27-Apr-2024
  • (2023)Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysisJMIR Serious Games10.2196/4294411(e42944)Online publication date: 25-Apr-2023
  • (2023)Exploring Tangible User Interface Design for Social Connection Among Older Adults: A Preliminary ReviewExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585722(1-9)Online publication date: 19-Apr-2023
  • (2022)Design Innovation for Engaging and Accessible Digital Aphasia Therapies: Framework Analysis of the iReadMore App Co-Design ProcessJMIR Neurotechnology10.2196/398551:1(e39855)Online publication date: 18-Oct-2022
  • (2022)ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviewsJournal of NeuroEngineering and Rehabilitation10.1186/s12984-022-01063-x19:1Online publication date: 16-Aug-2022
  • (2022)Canoe VR: An Immersive Exergame to Support Cognitive and Physical Exercises of Older AdultsExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519736(1-7)Online publication date: 27-Apr-2022
  • (2022)Requirements for Location-Based Games for Social InteractionIEEE Transactions on Games10.1109/TG.2021.307883414:3(377-390)Online publication date: Sep-2022
  • (2022)Experiencing Age-Related Movement Impairment Through Visual Delegation in VR Can Substitute Haptic Impairments of an Age Simulation Suit2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978590(1-8)Online publication date: 10-Aug-2022
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