Games for Health 2014 2014
DOI: 10.1007/978-3-658-07141-7_12
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Digital Game Aesthetics of the iStoppFalls Exergame

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Cited by 5 publications
(6 citation statements)
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“…Apart from the domains of housing, age-in-place and care support, alternatively, there has been extensive research from the fields of videogame studies exploring the myriad of potential benefits in which digital games may have on older adults. Videogame research has been conducted focusing on the design [22,23,24,25,26], preferences, motivations and video game experiences [27,28,29,30,31,32] of older adults engaging with videogames [33,34]. Additionally, several reviews highlight the growing body of work in the domain of Games for Health [35,36], in conjunction with the effect of videogames on cognition [37,38,39,40], and physical activity to reduce the risk of falling [41,42,43].…”
Section: Technology That Serves Ageing Populationsmentioning
confidence: 99%
“…Apart from the domains of housing, age-in-place and care support, alternatively, there has been extensive research from the fields of videogame studies exploring the myriad of potential benefits in which digital games may have on older adults. Videogame research has been conducted focusing on the design [22,23,24,25,26], preferences, motivations and video game experiences [27,28,29,30,31,32] of older adults engaging with videogames [33,34]. Additionally, several reviews highlight the growing body of work in the domain of Games for Health [35,36], in conjunction with the effect of videogames on cognition [37,38,39,40], and physical activity to reduce the risk of falling [41,42,43].…”
Section: Technology That Serves Ageing Populationsmentioning
confidence: 99%
“…Participants were assigned a unique, anonymized ID that corresponded across all technologies and data collected. As users were completing the balance exergames and additional assessments (Gschwind et al, 2014; Marston, Kroll, Fink, & Eichberg, 2014), their unique ID number was recorded on the system and transferred to the knowledge-based system held at the Austrian Institute for Technology. Users were tracked by a stationery Microsoft Kinect (3-D depth sensor) connected to a smart TV and a senior mobility monitor (SMM) designed and developed by Philips comprising of a 3-D accelerometer, and barometer worn as a necklace (Gschwind et al, 2014).…”
Section: Methodsmentioning
confidence: 99%
“…Instructions were presented at the beginning of the game and at the start of each level. Additional information can be found in the study of Marston et al (2014; Marston et al, forthcoming). There are similarities between the three games including the same avatar being used across the three games, the layout/design of the screen (e.g., buttons and information) are placed in the same positions, and when the instructions are provided to the user, the same actors have been employed.…”
Section: Methodsmentioning
confidence: 99%
“…Marston and colleagues [57,58] provide an extensive overview of the purpose-built exergames: the Bumble Bee Park, Hills ‘n’ Skills and The Bistro exergames (Figure 5). Each exergame incorporated strength and balance exercises from the Otago programme [58], while additional Otago exercises (Figure 6) were integrated into the system under the ‘training programme’ option. Therefore, users were able to continue building their strength and balance in conjunction with the exergames.…”
Section: Technology Solutionsmentioning
confidence: 99%