Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging

With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platform to foster active aging in older adults. This platform was designed to incorporate game elements such as points, badges, levels, rankings, achievements, and immersive 360-degree images to provide a realistic and captivating user experience. Six distinct games and challenges have been developed through an extensive and iterative design process, each carefully calibrated to accommodate the aging population’s diverse cognitive abilities and interests. By combining the engagement-enhancing features of gamification with the immersive realism of 360-degree images, our platform offers a gamified and immersive solution for older adults. The gamified experiences are enjoyable and directly target cognitive functions, enhancing memory, attention, and problem-solving skills. The platform’s design has been refined through user feedback and usability testing, ensuring its relevance and effectiveness in real-life scenarios. The outcomes of this research shed light on a practical approach to active aging, emphasizing the importance of incorporating gaming experiences to engage and stimulate older adults. This study provides insights for the design and implementation of future interventions aimed at promoting digital literacy and technological proficiency among older populations, ultimately contributing to their active and fulfilling participation in the digital age.

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Institutions

Publication Details

Journal
Applied Sciences
Published
2024-11-24
DOI
https://doi.org/10.3390/app142310880
Citations
6
Primary Topic
Technology Use by Older Adults
Type
article
Field-Weighted Citation Impact
10.25

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article

Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging

Carina Soledad González González, Francisco Luís Gutiérrez Vela, Eduardo Nacimiento-García, Lorena Colombo-Ruano
6 citations
Applied Sciences
Technology Use by Older Adults
10.25
article

Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging

Carina Soledad González González, Francisco Luís Gutiérrez Vela, Eduardo Nacimiento-García, Lorena Colombo-Ruano
article en
6 citations

Abstract

With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platform to foster active aging in older adults. This platform was designed to incorporate game elements such as points, badges, levels, rankings, achievements, and immersive 360-degree images to provide a realistic and captivating user experience. Six distinct games and challenges have been developed through an extensive and iterative design process, each carefully calibrated to accommodate the aging population’s diverse cognitive abilities and interests. By combining the engagement-enhancing features of gamification with the immersive realism of 360-degree images, our platform offers a gamified and immersive solution for older adults. The gamified experiences are enjoyable and directly target cognitive functions, enhancing memory, attention, and problem-solving skills. The platform’s design has been refined through user feedback and usability testing, ensuring its relevance and effectiveness in real-life scenarios. The outcomes of this research shed light on a practical approach to active aging, emphasizing the importance of incorporating gaming experiences to engage and stimulate older adults. This study provides insights for the design and implementation of future interventions aimed at promoting digital literacy and technological proficiency among older populations, ultimately contributing to their active and fulfilling participation in the digital age.

Applied SciencesVol. 14(23)
Universidad de La Laguna (ES), Universidad de Granada (ES)
Ministerio de Ciencia e Innovación
Quality Education
Openalex Percentile: Top 2%
Technology Use by Older Adults
10.25
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