Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan

dc.contributor.authorAung Pyae
dc.contributor.authorTapani Joelsson
dc.contributor.authorTeppo Saarenpää
dc.contributor.authorLuimula Mika
dc.contributor.authorChristina Kattimeri
dc.contributor.authorPaula Pitkäkangas
dc.contributor.authorPatric Granholm
dc.contributor.authorJouni 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-id27392549
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/27392549
dc.date.accessioned2022-10-28T14:33:44Z
dc.date.available2022-10-28T14:33:44Z
dc.description.abstract<p>Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not designed for elderly people. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.</p>
dc.format.pagerange37
dc.format.pagerange52
dc.identifier.eissn2384-8766
dc.identifier.jour-issn2384-8766
dc.identifier.olddbid188986
dc.identifier.oldhandle10024/172080
dc.identifier.urihttps://www.utupub.fi/handle/11111/43976
dc.identifier.urlhttp://dx.doi.org/10.17083/ijsg.v4i4.183
dc.identifier.urnURN:NBN:fi-fe2021042717433
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.discipline3141 Health care scienceen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline3141 Terveystiedefi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherSerious Games Society
dc.publisher.countryItalyen_GB
dc.publisher.countryItaliafi_FI
dc.publisher.country-codeIT
dc.relation.doi10.17083/ijsg.v4i4.183
dc.relation.ispartofjournalInternational Journal of Serious Games
dc.relation.issue4
dc.relation.volume4
dc.source.identifierhttps://www.utupub.fi/handle/10024/172080
dc.titleLessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan
dc.year.issued2017

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