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Game-playing for active ageing and healthy lifestyles (Hardcover)
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Game-playing for active ageing and healthy lifestyles (Hardcover)
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Given the increase in the ageing population and the evolvement of
the Human-Computer Interaction field to a much more humanistic
approach, debate is ongoing about designing technology-enabled
products for active ageing and healthy lifestyles. Indeed, the
mainstream game industry has been challenged with the emergence of
an older target group, the advancements in gamification and the
proliferation of SMART devices. Previous experience in the field
has revealed that for many older adult gamers, games had a
therapeutic effect through them being both cognitively challenged
and rewarded. However it has also revealed that the gaming industry
was not fulfilling their other motivations and accessibility needs.
Furthermore, research to date has focused on the physical and
cognitive effects of video games in the aging process. Up to now,
the use of other active ageing dimensions that go beyond the health
domains (i.e. sense of security, and participation in society) in
games addressed to this target group remain unexplored. Topics
discussed in the book include: * Development of products for the
Silver Market; * The older adult consumer and the advertisement
industry; * Differences between informational literacy and digital
inclusion; * Lifestyle-monitoring technologies and technological
determinism; * Positive computing and behavioral design; * Game
Design and Active Ageing; * Application of games in rehabilitation;
* Gamification, Senior Tourism and the wellness market; *
Techniques used for assessing games for active ageing This book
differs from current books on the market by focusing on games and
the main implications to design for active ageing in terms of the
market perspective, the information and communication society,
behavioral design, mobility, urban and city planning, accessibility
and assessment. The information presented in this book not only
relies on case studies but also on the authors' previous experience
in co-designing digitally-mediated products with both adult
learners at the Universities of the Third Age and older adults at
retirement homes. Short catalogue entry: This book focusses on
games and the main implications for game design in order to achieve
active ageing in terms of the market perspective, the information
and communication society, behavioral design, mobility, urban and
city planning, accessibility and assessment. It will be a useful
read for all game designers.
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