Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care

Detalhes bibliográficos
Autor(a) principal: Merilampi, Sari
Data de Publicação: 2019
Outros Autores: Koivisto, Antti, Leino, Mirka, Pombo, Nuno, Felizardo, Virginie, Lu, Jue, Poberznik, Anja, Virkki, Johanna
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.6/9601
Resumo: The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.
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spelling Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly CareCultural comparisonSerious gamesService designOlder adultsRecreationSelf-managed rehabilitationThe purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.uBibliorumMerilampi, SariKoivisto, AnttiLeino, MirkaPombo, NunoFelizardo, VirginieLu, JuePoberznik, AnjaVirkki, Johanna2020-02-27T16:04:02Z2019-02-082019-02-08T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.6/9601eng10.3390/info10020055info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-12-15T09:50:34Zoai:ubibliorum.ubi.pt:10400.6/9601Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T00:49:36.424167Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
title Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
spellingShingle Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
Merilampi, Sari
Cultural comparison
Serious games
Service design
Older adults
Recreation
Self-managed rehabilitation
title_short Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
title_full Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
title_fullStr Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
title_full_unstemmed Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
title_sort Implementing Mobile Games into Care Services - Service Models for Finnish and Chinese Elderly Care
author Merilampi, Sari
author_facet Merilampi, Sari
Koivisto, Antti
Leino, Mirka
Pombo, Nuno
Felizardo, Virginie
Lu, Jue
Poberznik, Anja
Virkki, Johanna
author_role author
author2 Koivisto, Antti
Leino, Mirka
Pombo, Nuno
Felizardo, Virginie
Lu, Jue
Poberznik, Anja
Virkki, Johanna
author2_role author
author
author
author
author
author
author
dc.contributor.none.fl_str_mv uBibliorum
dc.contributor.author.fl_str_mv Merilampi, Sari
Koivisto, Antti
Leino, Mirka
Pombo, Nuno
Felizardo, Virginie
Lu, Jue
Poberznik, Anja
Virkki, Johanna
dc.subject.por.fl_str_mv Cultural comparison
Serious games
Service design
Older adults
Recreation
Self-managed rehabilitation
topic Cultural comparison
Serious games
Service design
Older adults
Recreation
Self-managed rehabilitation
description The purpose of this paper was to create service models for cognitively stimulating mobile games and incorporate them into Finnish and Chinese elderly care. The implementation involved the use of two different mobile games as part of the everyday lives of older adults in care homes in Finland (3 months) and China (6 months). Although a large number of publications examine serious games in elderly care, there are rather few publications related to the practical implementation within the elderly care processes. In general, rehabilitation orientated games should incorporate entertainment (motivation) and relevant therapeutic content (rehabilitation) in order to be effective. Regardless of the game design, successful implementation of the games in elderly care is paramount to benefit the end user. In this paper, two mobile games were investigated as a case study. To investigate the therapeutic content of the games, the game outcomes (game scores and time stamps) were automatically recorded to facilitate analysis of the participant’s progress during the trial. To investigate motivation, user feedback was collected through observation of the game trials and by interviewing the nursing staff and the participants (test group). The gaming service implementation was designed in collaboration with the nursing staff and researchers, according to an experimentation-driven approach, in which the service model ideas were tested by the professionals before piloting. In both countries, the players and the nursing staff found the games showed potential as self-managed rehabilitation tools. Other significant effects of gameplay were enhanced recreation and self-managed activity level. Despite cultural differences, the gaming experience was amazingly similar and improvements in game scores were also observed during the trial in both countries. The biggest difference between the pilots was the implementation process, which led to the development of two different service models that are reported in this paper. In Finland, the games were embedded into the care practices and the nursing staff were responsible for the piloting. In China, the games were independent of the care process and an external service provider (the researcher) managed the piloting. The findings imply that service design in different cultures should be carefully considered when implementing new digital services.
publishDate 2019
dc.date.none.fl_str_mv 2019-02-08
2019-02-08T00:00:00Z
2020-02-27T16:04:02Z
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dc.relation.none.fl_str_mv 10.3390/info10020055
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dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
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