Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People

dc.contributor.authorA. Pyae
dc.contributor.authorT.N. Joelsson
dc.contributor.authorM. Luimula
dc.contributor.authorT. Saarenpaa
dc.contributor.authorJ. Smed
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organizationfi=vuorovaikutusmuotoilu|en=Interaction Design|
dc.contributor.organization-code1.2.246.10.2458963.20.34532463451
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code2606803
dc.converis.publication-id28246291
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/28246291
dc.date.accessioned2022-02-25T16:09:19Z
dc.date.available2022-02-25T16:09:19Z
dc.description.abstract<p>In this paper, we discuss usability lessons in designing physical activity games for the elderly. Physical activity games in this study refer to game-based activity that can enhance the elderly’s experiences in doing physical exercise and improve their physical well-being. We learned these usability lessons through the usability testing of different physical activity games including commercial games as well as the games produced by the Gamified Solutions in Healthcare (GSH) project. The discussion is based on the findings from the observational study, interview, and questionnaires in the usability testing. These usability lessons are insightful and useful for our future game design and development as well as for researchers working on game usability for the elderly.<br /></p>
dc.identifier.eissn2034-8800
dc.identifier.jour-issn2034-8800
dc.identifier.olddbid170262
dc.identifier.oldhandle10024/153372
dc.identifier.urihttps://www.utupub.fi/handle/11111/29328
dc.identifier.urlhttp://dx.doi.org/10.4108/eai.27-12-2017.153511
dc.identifier.urnURN:NBN:fi-fe2021042717810
dc.language.isoen
dc.okm.affiliatedauthorPyae, Aung
dc.okm.affiliatedauthorJoelsson, Tapani
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherInstitute for Computer Sciences, Social Informatics and Telecommunications Engineering (I C S T)
dc.publisher.countryBelgiumen_GB
dc.publisher.countryBelgiafi_FI
dc.publisher.country-codeBE
dc.relation.articlenumbere3
dc.relation.doi10.4108/eai.27-12-2017.153511
dc.relation.ispartofjournalEAI Endorsed Transactions on Serious Games
dc.relation.issue13
dc.relation.volume17
dc.source.identifierhttps://www.utupub.fi/handle/10024/153372
dc.titleLessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People
dc.year.issued2017

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