首页> 外文会议>International Conference on Computer-Human Interaction Research and Applications >I Don't like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies
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I Don't like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies

机译:我不喜欢游戏,它导致表演的压力:老年人在两个定性研究中拒绝了数字家庭的体育训练计划中的游戏元素

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Background: Physical activity in older adults is an important protective factor for preventing morbidity and mortality and increases well-being and independent living. Within the so-called "Train and Win" project, a physical home training program with gamification elements based on the Microsoft Kinect sensor and an avatar will be developed. Method: Two user studies using a qualitative approach were conducted in order to guarantee a user-centered design: a focus group with 14 participants and a mock-up study with seven participants. Results: Contrary to published literature and our expectations, a majority of participants (8/14; 57%) explicitly refused gamification elements, such as competitions between the participants or motivational design inputs for process feedback. Thus, the training program should be related to the physical training experiences of the participants which were mainly sports and be "realistic" in terms of the presentation and interaction with the avatar. Both studies showed the necessity for an individually designed training, including typical non-technology aspects of a physical training. Conclusion: The results stress the importance of considering diverse attitudes, technology experiences and needs of older adults. For a high user acceptance, the training has to be individually adapted and consider more traditional non-technology training elements than gamification issues.
机译:背景:老年人的身体活动是预防发病率和死亡率并增加福祉和独立生活的重要保护因素。在所谓的“火车和获胜”项目中,将开发基于Microsoft Kinect传感器和化身的游戏元素的物理家庭培训计划。方法:进行了两个使用定性方法的用户研究,以保证用户以用户为中心的设计:具有14名参与者的焦点组和具有七个参与者的模拟研究。结果:符合公布的文献和我们的期望,大多数参与者(8/14; 57%)明确拒绝污染的游戏元素,例如参与者之间的竞争或用于过程反馈的励志设计输入。因此,培训计划应与参与者的体育培训经历有关,这些参与者主要是体育的,并且就与头像的互动和互动方面是“现实”。这两项研究都表明了单独设计的培训,包括体育培训的典型非技术方面。结论:结果强调了考虑老年成年人多种态度,技术经验和需求的重要性。对于高用户验收,必须单独调整培训,而且考虑比游戏问题更传统的非技术培训元素。

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