scholarly journals Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach (Preprint)

2020 ◽  
Author(s):  
Seyeon Lee ◽  
Hyunyoung Oh ◽  
Chung-Kon Shi ◽  
Young Yim Doh

BACKGROUND The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. OBJECTIVE The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. METHODS We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. RESULTS This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. CONCLUSIONS The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.

10.2196/24449 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e24449
Author(s):  
Seyeon Lee ◽  
Hyunyoung Oh ◽  
Chung-Kon Shi ◽  
Young Yim Doh

Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. Objective The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. Methods We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. Results This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. Conclusions The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 7991
Author(s):  
Jon Kerexeta Sarriegi ◽  
Andoni Beristain Iraola ◽  
Roberto Álvarez Sánchez ◽  
Manuel Graña ◽  
Kristin May Rebescher ◽  
...  

The global population is aging in an unprecedented manner and the challenges for improving the lives of older adults are currently both a strong priority in the political and healthcare arena. In this sense, preventive measures and telemedicine have the potential to play an important role in improving the number of healthy years older adults may experience and virtual coaching is a promising research area to support this process. This paper presents COLAEVA, an interactive web application for older adult population clustering and evolution analysis. Its objective is to support caregivers in the design, validation and refinement of coaching plans adapted to specific population groups. COLAEVA enables coaching caregivers to interactively group similar older adults based on preliminary assessment data, using AI features, and to evaluate the influence of coaching plans once the final assessment is carried out for a baseline comparison. To evaluate COLAEVA, a usability test was carried out with 9 test participants obtaining an average SUS score of 71.1. Moreover, COLAEVA is available online to use and explore.


Author(s):  
Kathryn Baringer ◽  
Dustin J. Souders ◽  
Jeremy Lopez

Introduction: The use of shared automated vehicles (SAVs) should lead to several societal and individual benefits, including reduced greenhouse gas emissions, reduced traffic, and improved mobility for persons who cannot safely drive themselves. We define SAVs as on-demand, fully automated vehicles in which passengers are paired with other riders traveling along a similar route. Previous research has shown that younger adults are more likely to report using conventional ridesharing services and are more accepting of new technologies including automated vehicles (AVs). However, older adults, particularly those who may be close to retiring from driving, stand to greatly benefit from SAV services. In order for SAVs to deliver on their aforementioned benefits, they must be viewed favorably and utilized. We sought to investigate how short educational and/or experiential videos might impact younger, middle-aged, and older adult respondents’ anticipated acceptance and attitudes toward SAVs. Knowing what types of introductory experiences improve different age groups’ perceptions of SAVs will be beneficial for tailoring campaigns aiming to promote SAV usage. Methods: We deployed an online survey using the platform Prolific for middle-aged and older respondents, and our departmental participant pool for younger adults, collecting 585 total responses that resulted in 448 valid responses. Respondents answered questions regarding their demographic attributes, their ridesharing history, preconceptions of technology, as well as their anticipated acceptance attitudes towards SAVs as measured by the dimensions of the Automated Vehicle User Perception Survey (AVUPS). After this, respondents were randomly assigned to an intervention condition where they either watched 1) an educational video about how SAVs work and their potential benefits, 2) an experiential video showing a AV navigating traffic, 3) both the experiential and educational videos, or 4) a control video explaining how ridesharing works. Anticipated acceptance attitudes towards SAVs were measured again after this intervention and difference scores calculated to investigate the effect of the intervention conditions. Prolific respondents were paid at a rate of $9.50/hour and younger adults received course credit. Results: Controlling for preconceptions of technology and ridesharing experience, a MANOVA was run on the difference scores of the dimensions of the AVUPS (intention to use, trust/reliability, perceived usefulness (PU), perceived ease of use (PEOU), safety, control/driving-efficacy, cost, authority, media, and social influence). Both older and middle-aged adults expressed significantly greater increases in PEOU and PU of SAVs than younger adults. We also observed an interaction between age and condition for both PU and PEOU. For PU, older adults’ difference scores were found to be significantly greater than younger adults’ for the control video condition. With PEOU, older adults’ difference scores were significantly greater than both younger adults’ for the control video condition, and middle-aged adults had greater difference scores for the educational-only video condition than younger or older adults. Discussion: The increases in PU observed for older adults in the control condition suggests that educating them on how to use currently available ridesharing services might transfer to and/or highlight the benefits that automated ridesharing might provide. The PEOU interactions also suggest that middle-aged adults might respond more positively than younger or older adults to an educational introduction to SAVs. Conclusion: The positive findings pertaining to PU and PEOU show that exposure to information related to SAVs has a positive impact on these attitudes. PU’s and PEOU’s positive relationship to behavioral intentions (BI) in the Technology Acceptance Model, coupled with the findings from this study, bode well for higher fidelity interventions seeking to inform and/or give individuals experience with SAVs. Providing information on how currently available ridesharing services work helped our older adult respondents recognize the potential usefulness of SAVs. Knowing that different age groups may respond better to educational versus experiential interventions, for example middle-aged adults in this study responding more positively to the educational video condition than younger or older adults, may be useful for targeted promotional campaigns.


2021 ◽  
pp. 678-684
Author(s):  
Patricia A. Parker ◽  
Smita C. Banerjee ◽  
Beatriz Korc-Grodzicki

The older adult population continues to increase. Among all known risk factors for developing cancer, the most important is growing old. Thus, caring for older adults with cancer is of increasing importance. This chapter describes important considerations involved in communicating with cancer patients including sensory impairment, cognitive impairment, multiple morbidity, polypharmacy, and psychological distress. It also describes how stereotyping and ageism affect communication with older adults with cancer. Finally, the chapter discusses ways to facilitate communication with older adult cancer patients and their families and provides an example of a training program that was created specifically to enhance communication between healthcare providers and older adult cancer patients and their families.


2020 ◽  
pp. 1-23
Author(s):  
Claire A. Wilson ◽  
Deanna Walker ◽  
Donald H. Saklofske

Abstract The study of resilience in an older adult population is expanding rapidly. However, most theoretical models of resilience have been developed with children or young to middle-aged adults. The objective of the present study was to review systematically the qualitative literature examining resilience in older adults, and to develop a comprehensive model of resilience in older adulthood. A qualitative meta-synthesis was conducted to review the qualitative literature examining resilience from older adults’ perspectives. An exhaustive search of the literature revealed 1,752 articles. From these articles, 34 studies meeting inclusion criteria were selected for analysis. Across the 34 studies analysed, eight themes were revealed as important for achieving resilience later in life: perseverance and determination, self-efficacy and independence, purpose and meaning, positive perspective, social support, faith and prayer, previous experience and being proactive. These themes can be organised into a four-factor model: (a) Intrapersonal Protective Factors; (b) Interpersonal Protective Factors; (c) Spiritual Protective Factors; and (d) Experiential Protective Factors. This study presents a new model of resilience in older adulthood that is grounded in qualitative literature and is relevant and appropriate for an older adult population. This research may be useful for clinicians, support workers and researchers working with older individuals through improving our understanding of what contributes to resilience later in life.


2019 ◽  
Vol 3 (Supplement_1) ◽  
Author(s):  
Krystle Zuniga ◽  
Alexandria Turner ◽  
Nicholas Bishop

Abstract Objectives The dietary carotenoid lutein accumulates in the brain, and lutein supplementation has been demonstrated to improve cognitive function in older adults. The purpose of the study was to examine the association between dietary lutein intake and cognitive function in a recent and representative sample of the older adult U.S. population. Additionally, we aimed to identify the major contributors to dietary lutein intake in older adults. Methods Observations were drawn from the 2012 Health and Retirement Study (HRS), a nationally-representative panel study of older U.S. adults, and the 2013 Health Care and Nutrition Study (HCNS), which assessed dietary intake via food frequency questionnaire in a subsample of HRS respondents. The analytic sample included 7045 respondents age 50 and older. Cognitive function was evaluated on the cognitive domain of episodic verbal memory, assessed using immediate word recall (IWR) and delayed word recall (DWR). Quartiles of lutein intake were calculated then used to compare IWR and DWR scores in 2012. Descriptive statistics and bivariate comparisons were adjusted for the complex survey design of the HRS and HCNS with results representative of community-dwelling older Americans in 2013. Results The average age of the sample was 65.6 ± 10.3 years old. Leafy vegetables, cruciferous vegetables, dark yellow vegetables, eggs, fruit and other vegetables were significant predictors of dietary lutein intake. Lutein intake was significantly different between quartiles (P < 0.001) with lutein intakes of 720 ± 231 ug/day (Q1), 1468 ± 229 ug/day (Q2), 2394 ± 324 ug/day (Q3), and 5632 ± 3029 ug/day (Q4). Quartiles 3 and 4 had significantly higher IWR and DWR scores than quartiles 1 and 2 (P < 0.001). Conclusions Older adults may benefit from higher lutein intake through consumption of various vegetables, fruits, and eggs, as lutein may specifically protect episodic memory. Further research is needed to identify the mechanism of lutein's cognitive benefits. Funding Sources American Egg Board/Egg Nutrition Center.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Anne De Biasi ◽  
Megan Wolfe ◽  
Jane Carmody ◽  
Terry Fulmer ◽  
John Auerbach

Abstract Background and Objectives The public health system in America—at all levels—has relatively few specialized initiatives that prioritize the health and well-being of older adults. And when public health does address the needs of older adults, it is often as an afterthought. In consultation with leaders in public health, health care, and aging, an innovative Framework for an Age-Friendly Public Health System (Framework) was developed outlining roles that public health could fulfill, in collaboration with aging services, to address the challenges and opportunities of an aging society. Research Design and Methods With leadership from Trust for America’s Health and The John A. Hartford Foundation, the Florida Departments of Health and Elder Affairs are piloting the implementation of this Framework within Florida’s county health departments and at the state level. The county health departments are expanding data collection efforts to identify older adult needs, creating new alliances with aging sector partners, coordinating with other agencies and community organizations to implement evidence-based programs and policies that address priority needs, and aligning efforts with the age-friendly communities and age-friendly health systems movements. Results, and Discussion and Implications The county health departments in Florida participating in the pilot are leveraging the Framework to expand public health practice, programs, and policies that address health services and health behaviors, social, and economic factors and environmental conditions that allow older adults to age in place and live healthier and more productive lives. The model being piloted in Florida can be tailored to meet the unique needs of each community and their older adult population.


2020 ◽  
Vol 79 (OCE2) ◽  
Author(s):  
Flora Correia ◽  
Bruno M. P. M. Oliveira ◽  
Rui Poínhos ◽  
Anzhela Sorokina ◽  
Cláudia Afonso ◽  
...  

AbstractNear 20% of the Portuguese population is aged 65 years or above, a value similar to most developed countries. This older adult population also suffers from obesity and obesity-related pathologies. The environment encompasses a set of obesity determinants and knowing the associations between the environment and obesity may help health professionals and caregivers to provide for the older adults.In this study, we aimed to relate anthropometric measures with socio-demographic data in older adults.This is a cross-sectional study using data from the Pronutrisenior project, collected in Vila Nova de Gaia, Portugal. The sample consists of 456 older adults, aged 65 to 92 years without cognitive impairment. The sample consisted of older adults living at their homes. Socio-demographic, clinical, geographical, and anthropometric data was collected. The statistical analysis used IBM-SPSS-22.0 and consisted on descriptive statistics, Pearson correlations and UniANOVA. Significantly results (p < 0.05) are reported.These older adults were mostly females (54.2%) with a mean age of 73.8 years (sd = 6.3), mean body mass index (BMI) of 29.1kg/m2 (sd = 4.8), mean waist-to-height ratio (WHtR) of 0.623 (sd = 0.073) and mean percentage of body fat mass (%BFM) of 40.7% (sd = 8.9%) for females and 30.2% (sd = 8.5%) for males. BMI, WHtR and %BFM were positively correlated. In this sample of older adults, higher values of these measures were associated to being female, younger, less educated; to having articular pains and respiratory problems, and not having insomnia, hypertension, chewing problems nor hearing problems; to drink more liquids but not consuming dairy products daily; to not take nutritional supplements but to take more medicines; to be without somebody to talk to and to be more dependent; and to live in a house without stairs to climb and to live near other older adults, and in a more urbanized area with streets with steeper slopes.In this sample of older adults, obesity is related with health characteristics and those are related with socio-demographic and geographical characteristics of the area of residence. Besides the identification of risk factors for the older adult population, this information may help designing health care policies that takes in consideration the physical and geographical characteristics of the neighbourhood of the area of residence of the older adults.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 906-906
Author(s):  
Lori Armistead ◽  
Jan Busby-Whitehead ◽  
Stefanie Ferreri ◽  
Cristine Henage ◽  
Tamera Hughes ◽  
...  

Abstract The United States spends $50 billion each year on 2.8 million injuries and 800,000 hospitalizations older adults (age 65 years and older) incur as the result of falls. Chronic use of central nervous system (CNS)-active medications, such as opioid and/or benzodiazepine (BZD) medications, increases the risk of falls and falls-related injuries in this older adult population. This Centers for Disease Control and Prevention (CDC)-funded randomized control trial uses electronic health record (EHR) data from primary care outpatient clinics to identify older adult patients at risk for falls due to chronic opioid or BZD use. The primary program aim is to test the efficacy of a targeted consultant pharmacist service to reduce the dose burden of these medications in the targeted population. Impact of this intervention on the risk of falls in this population will also be assessed. Licensed clinical pharmacists will review at-risk patients’ medical records weekly and make recommendations through the EHR to primary care providers for opioid or BZD dose adjustments, alternate medications, and/or adjunctive therapies to support deprescribing for approximately 1265 patients in the first two cohorts of intervention clinics. One thousand three hundred eighty four patients in the control clinics will receive usual care. Outcome measures will include reduction or discontinuation of opioids and BZDs and falls risk reduction as measured by the Stop Elderly Accidents, Death and Injuries (STEADI) Questionnaire. Primary care provider adoption of pharmacists’ recommendations and satisfaction with the consult service will also be reported.


Author(s):  
Young Seok Lee

Mobile phone adoption by older adults is radically increasing. As a part of multiple empirical studies to improve older adults' experiences with mobile phones, a survey was conducted to investigate a number of specific aspects of mobile phone use in the older adult population including motives of ownership, usage patterns, preferences on mobile phone features, and perceived usability of their own phones. A total of 154 older adults from 20 states of the United States who owned a mobile phone participated in this study. Results indicated that participants used a few basic features of mobile phones since they used them mainly for personal communication and safety reasons. Overall, participants perceived that their current phones offered marginal “ease of use”, but they found most usability problems with understanding error messages, inputting text, and understanding user manuals. The majority of older adults (over 50%) desired a phone with basic features that include making /receiving a call, phonebook, emergency call, voice message checking, speed dial, ringer change, and clock. However, effects of age and gender were found on mobile phone usage patterns and design preferences, which suggest a need of focusing on diverse groups within the older adult population.


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