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Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project

机译:在移动沉浸式诊断中心的老年成年患者的混合现实Exergame中的娱乐:谨防项目中的试验研究

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This paper describes the gamification design of mixed-reality mini-exergames for older adult patients with hypertension and reports on results from a pilot study with 22 older adult users in the BewARe project dedicated to the development of an intelligent system for physical training enhanced by wearable sensors and immersive technologies. For the purpose of this paper, the gamification design was decomposed following the mechanics, dynamics and aesthetics (MDA) framework. The objective of the research presented in this paper was to validate the gamification design of mini-exergames focused on endurance training and to explore the emotional responses of the older adult users to this type of immersive training. The pilot study applied a mixed methods approach and collected quantitative and qualitative data. The results show that gamified exergames are positively evaluated by older adult users, who enjoy and value the hedonic quality over the pragmatic quality. Research presented in this paper has revealed some interesting tendencies, such as gender-specific preferences, importance of interaction with the virtual trainer and the familiarity effect.
机译:本文介绍了较老年成年患者的混合现实迷你外毒剂的娱乐设计,并在致力于通过可穿戴的智能系统开发智能系统的谨慎系统中的22名老年人的试验研究结果传感器和沉浸式技术。出于本文的目的,游戏化设计在机械,动力学和美学(MDA)框架之后分解。本文提出的研究目的是验证迷你Exergame的群化设计,重点是耐力培训,并探讨老年人用户对这种沉浸式培训的情感反应。试点研究应用了混合方法的方法和收集的定量和定性数据。结果表明,群组的Exergams由老年人的成年用户积极评估,他在务实的质量上享有和重视蜂窝质量。本文提出的研究揭示了一些有趣的趋势,如性别特异性偏好,与虚拟培训师的互动的重要性以及熟悉的效果。

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