Player Experience Evaluation in Game-Based Systems for Older Adults

Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is the application of game-based systems. These systems are not only used for entertainment, but also as tools for learning and promoting positive feelings. They are a means to overcome loneliness and isolation, as well as to improve health and provide support in daily life. However, it is important to note that, while these experiences are gradually being introduced to the older adult population, they are often designed with a younger audience in mind who are assumed to be more technologically proficient. This supposition can make older adults initially feel intimidated when interacting with this type of technology, which limits their ability to fully utilize and enjoy these technological solutions. Therefore, the purpose of this article is to apply a game experience and fun evaluation process oriented toward the older adult population based on the playability theory of human-computer interaction in virtual reality game experiences. This is expected to offer highly rewarding and pleasurable experiences, which will improve engagement with the older population and promote active and healthy aging.

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Publication Details

Journal
Sensors
Published
2024-09-22
DOI
https://doi.org/10.3390/s24186121
Citations
6
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
8.54
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article

Player Experience Evaluation in Game-Based Systems for Older Adults

Francisco Luís Gutiérrez Vela, Johnny Alexander Salazar Cardona, Jeferson Arango‐López, Patricia Paderewski et al.
6 citations
Sensors
Technology Use by Older Adults
8.54
article

Player Experience Evaluation in Game-Based Systems for Older Adults

Francisco Luís Gutiérrez Vela, Johnny Alexander Salazar Cardona, Jeferson Arango‐López, Patricia Paderewski, Bryjeth Ceballos-Cardona
article en
6 citations

Abstract

Significant efforts are currently being made to improve the quality of life of the older adult population. These efforts focus on aspects such as health, social interaction, and mental health. One of the approaches that has shown positive results in several studies is the application of game-based systems. These systems are not only used for entertainment, but also as tools for learning and promoting positive feelings. They are a means to overcome loneliness and isolation, as well as to improve health and provide support in daily life. However, it is important to note that, while these experiences are gradually being introduced to the older adult population, they are often designed with a younger audience in mind who are assumed to be more technologically proficient. This supposition can make older adults initially feel intimidated when interacting with this type of technology, which limits their ability to fully utilize and enjoy these technological solutions. Therefore, the purpose of this article is to apply a game experience and fun evaluation process oriented toward the older adult population based on the playability theory of human-computer interaction in virtual reality game experiences. This is expected to offer highly rewarding and pleasurable experiences, which will improve engagement with the older population and promote active and healthy aging.

SensorsVol. 24(18)
University of Caldas (CO), Universidad de Granada (ES)
Reduced inequalities
Openalex Percentile: Top 2%
Technology Use by Older Adults
8.54
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