Emily’s New Journey: A Gamified Approach to Home Mobility Barriers – A Pilot Study

Background This study aims to describe the development and testing stages of a prototype solution with gamification elements designed to raise awareness of the barriers faced by individuals with mobility impairments in their homes. Methods A user-centered design approach was adopted, incorporating insights from a prior systematic review to establish requirements that integrated gamification elements. Emily’s Journey was developed in C# using the Unity3D game engine, followed by usability testing to assess its usability and user perceptions. Results Usability testing indicated that Emily’s Journey was perceived as useful for identifying accessibility barriers and supporting awareness. Participants provided high scores on the System Usability Scale (SUS ≥ 70,3), suggesting that the game was engaging. Feedback suggested that the game may support awareness of accessibility barriers. Conclusions This study successfully demonstrated the potential of gamification in addressing home mobility barriers for individuals with limited mobility. The findings contribute valuable insights into the application of gamification in technology, paving the way for future innovations in creating more accessible and inclusive living spaces.

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Publication Details

Journal
Simulation & Gaming
Published
2026-07-22
DOI
https://doi.org/10.1177/10468781261470532
Primary Topic
Assistive Technology in Communication and Mobility
Type
article
Field-Weighted Citation Impact
0.00
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article

Emily’s New Journey: A Gamified Approach to Home Mobility Barriers – A Pilot Study

Carla Sílvia Fernandes, María Joana Campos, Marta Campos Ferreira, Luis Villarreal Laguna
Simulation & Gaming
Assistive Technology in Communication and Mobility
article

Emily’s New Journey: A Gamified Approach to Home Mobility Barriers – A Pilot Study

Carla Sílvia Fernandes, María Joana Campos, Marta Campos Ferreira, Luis Villarreal Laguna
article en

Abstract

Background This study aims to describe the development and testing stages of a prototype solution with gamification elements designed to raise awareness of the barriers faced by individuals with mobility impairments in their homes. Methods A user-centered design approach was adopted, incorporating insights from a prior systematic review to establish requirements that integrated gamification elements. Emily’s Journey was developed in C# using the Unity3D game engine, followed by usability testing to assess its usability and user perceptions. Results Usability testing indicated that Emily’s Journey was perceived as useful for identifying accessibility barriers and supporting awareness. Participants provided high scores on the System Usability Scale (SUS ≥ 70,3), suggesting that the game was engaging. Feedback suggested that the game may support awareness of accessibility barriers. Conclusions This study successfully demonstrated the potential of gamification in addressing home mobility barriers for individuals with limited mobility. The findings contribute valuable insights into the application of gamification in technology, paving the way for future innovations in creating more accessible and inclusive living spaces.

Simulation & Gaming
Universidade do Porto (PT), Universidade Politécnica de Viana do Castelo (PT), United States Golf Association (US), University of Nursing Yangon (MM)
Openalex Percentile: Top 3%
Assistive Technology in Communication and Mobility
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Emily’s New Journey: A Gamified Approach to Home Mobility Barriers – A Pilot Study — Carla Sílvia Fernandes, María Joana Campos, et al. · Simulation & Gaming (2026) | TGRS Research Map | TGRS