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Twist: a gamified platform with games and immersive experiences for active aging

Published: 09 September 2022 Publication History

Abstract

The proportion of the world's population over 60 years of age are increasing. It is necessary to provide the older adults with the conditions for a healthy aging process. Serious games and gamification have both enhancing and preventive effects on cognitive abilities in older adults. This work describes the design and develop of a gamified platform for designing experiences that promote active aging in older adults. This platform also includes immersive experiences using 360 images. The game elements considered in the platform are based on games elements (points, badges, levels, rankings, achievements) and the experiences created are six games and challenges.

References

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Mora, A., Riera, D., Gonzalez, C., & Arnedo-Moreno, J. (2015, September). A literature review of gamification design frameworks. In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games) (pp. 1-8). IEEE.
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Kleschnitzki, J. M., Beyer, L., Beyer, R., & Großmann, I. (2022). The effectiveness of a serious game (MemoreBox) for cognitive functioning among seniors in care facilities: field study. JMIR Serious Games, 10(2), e33169. 35172959
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Koivisto, J., & Malik, A. (2021). Gamification for older adults: a systematic literature review. The Gerontologist, 61(7), e360-e372.
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Mora, A., González, C., Arnedo-Moreno, J., & Álvarez, A. (2016, September). Gamification of cognitive training: a crowdsourcing-inspired approach for older adults. In Proceedings of the XVII International Conference on Human Computer Interaction (pp. 1-8).
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Camp, N., Lewis, M., Hunter, K., Johnston, J., Zecca, M., Di Nuovo, A., & Magistro, D. (2021). Technology used to recognize activities of daily living in community-dwelling older adults. International Journal of Environmental Research and Public Health, 18(1), 163.
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WHO World Report on Active Ageing and Health. https://apps.who.int/iris/bitstream/handle/10665/186466/9789240694873_spapdf;jsessionid=36239956E4D283111C9F3F83DA702D1E?sequence=1
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Fundamental Pillars of Active Aging: https://www.mistatas.com/post/2019/02/04/pilares-del-envejecimientoactivo
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Actívate 55+: https://www.enbuenaedad.es/inicio/aprender_mas/apps_moviles/app-activate-
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CogniFit: https://www.cognifit.com/es
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NeuroNation: https: //play.google.com/store/apps/details?id=air.nn.mobile.app.main&hl=es&gl=US
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Elevate: https://elevateapp.com/
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Q5B: https://www.geriatricarea.com/2016/12/16/q5b-una-aplicacion-all-in-oneque-promueve-el-envejecimiento-activo/
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Colombo-Ruano, L., Rodríguez-Silva, C., Violant-Holz, V., & González-González, C. S. (2021, September). Technological acceptance of voice assistants in older adults: an online co-creation experience. In Proceedings of the XXI International Conference on Human Computer Interaction (pp. 1-5).
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Boot, W. R., Souders, D., Charness, N., Blocker, K., Roque, N., & Vitale, T. (2016, July). The gamification of cognitive training: Older adults’ perceptions of and attitudes toward digital game-based interventions. In International conference on human aspects of it for the aged population (pp. 290-300). Springer, Cham.
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Yen, H. Y., & Chiu, H. L. (2021). Virtual Reality Exergames for Improving ºº Adults’ Cognition and Depression: A Systematic Review and Meta-Analysis of Randomized Control Trials. Journal of the American Medical Directors Association, 22(5), 995-1002. https://doi.org/10.1016/j.jamda.2021.03.009
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Lingan, C. L., Li, M., & Vermeeren, A. P. (2021). The immersion cycle: Understanding immersive experiences through a cyclical model. Proceedings of the Design Society, 1, 3011-3020.
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Immersive experiences in health contexts: https://broomx.com/es/sectores/sanidad/llevando-soluciones-inmersivaspara-el-cuidado-de-personas-mayores
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Pérez García, S. (2021). Design of immersive gamified experiences to promote active aging. Trabajo fin de grado. Universidad de La Laguna. URL: shorturl.at/evCHV
[19]
Twist on Github: https://github.com/alu0100833010/TFG
[20]
Twist on Firebase hosting: https://apptfg-4604b.web.app/

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  • (2024)Gamification and Immersive Experiences: A Gamified Approach for Promoting Active AgingApplied Sciences10.3390/app14231088014:23(10880)Online publication date: 24-Nov-2024

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Interacción '22: Proceedings of the XXII International Conference on Human Computer Interaction
September 2022
104 pages
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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Association for Computing Machinery

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Publication History

Published: 09 September 2022

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Author Tags

  1. Active Aging
  2. Gamification
  3. Immersive Experiences
  4. Older Adults
  5. Serious Games

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Interaccion 2022

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Overall Acceptance Rate 109 of 163 submissions, 67%

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Cited By

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  • (2024)Gamification and Immersive Experiences: A Gamified Approach for Promoting Active AgingApplied Sciences10.3390/app14231088014:23(10880)Online publication date: 24-Nov-2024

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