An analog game-based intervention and a playability analysis in the elderly : a pilot study

Detalhes bibliográficos
Autor(a) principal: Pincegher, Dara
Data de Publicação: 2023
Outros Autores: Rosa, Marlene, Silva, Emanuel, Frontini, Roberta
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10437/14384
Resumo: Introduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.
id RCAP_b6a6242ced87026121357128c86b6cca
oai_identifier_str oai:recil.ensinolusofona.pt:10437/14384
network_acronym_str RCAP
network_name_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository_id_str 7160
spelling An analog game-based intervention and a playability analysis in the elderly : a pilot studyAUDIOVISUALJOGOSVIDEOJOGOSIMPACTO SOCIALJOGOS DE TABULEIROESTIMULAÇÃO COGNITIVAJOGOS LÚDICOSATIVIDADES LÚDICASIDOSOSGAMESVIDEO GAMESSOCIAL IMPACTBOARD GAMESCOGNITIVE STIMULATIONRECREATIONAL GAMESRECREATIONAL ACTIVITIESELDERLYIntroduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.Edições Universitárias Lusófonas2023-12-29T19:25:29Z2023-01-01T00:00:00Z2023info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10437/14384eng2975-8386Pincegher, DaraRosa, MarleneSilva, EmanuelFrontini, Robertainfo: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:RCAAP2024-01-19T01:32:43Zoai:recil.ensinolusofona.pt:10437/14384Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T01:30:15.418821Repositório 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 An analog game-based intervention and a playability analysis in the elderly : a pilot study
title An analog game-based intervention and a playability analysis in the elderly : a pilot study
spellingShingle An analog game-based intervention and a playability analysis in the elderly : a pilot study
Pincegher, Dara
AUDIOVISUAL
JOGOS
VIDEOJOGOS
IMPACTO SOCIAL
JOGOS DE TABULEIRO
ESTIMULAÇÃO COGNITIVA
JOGOS LÚDICOS
ATIVIDADES LÚDICAS
IDOSOS
GAMES
VIDEO GAMES
SOCIAL IMPACT
BOARD GAMES
COGNITIVE STIMULATION
RECREATIONAL GAMES
RECREATIONAL ACTIVITIES
ELDERLY
title_short An analog game-based intervention and a playability analysis in the elderly : a pilot study
title_full An analog game-based intervention and a playability analysis in the elderly : a pilot study
title_fullStr An analog game-based intervention and a playability analysis in the elderly : a pilot study
title_full_unstemmed An analog game-based intervention and a playability analysis in the elderly : a pilot study
title_sort An analog game-based intervention and a playability analysis in the elderly : a pilot study
author Pincegher, Dara
author_facet Pincegher, Dara
Rosa, Marlene
Silva, Emanuel
Frontini, Roberta
author_role author
author2 Rosa, Marlene
Silva, Emanuel
Frontini, Roberta
author2_role author
author
author
dc.contributor.author.fl_str_mv Pincegher, Dara
Rosa, Marlene
Silva, Emanuel
Frontini, Roberta
dc.subject.por.fl_str_mv AUDIOVISUAL
JOGOS
VIDEOJOGOS
IMPACTO SOCIAL
JOGOS DE TABULEIRO
ESTIMULAÇÃO COGNITIVA
JOGOS LÚDICOS
ATIVIDADES LÚDICAS
IDOSOS
GAMES
VIDEO GAMES
SOCIAL IMPACT
BOARD GAMES
COGNITIVE STIMULATION
RECREATIONAL GAMES
RECREATIONAL ACTIVITIES
ELDERLY
topic AUDIOVISUAL
JOGOS
VIDEOJOGOS
IMPACTO SOCIAL
JOGOS DE TABULEIRO
ESTIMULAÇÃO COGNITIVA
JOGOS LÚDICOS
ATIVIDADES LÚDICAS
IDOSOS
GAMES
VIDEO GAMES
SOCIAL IMPACT
BOARD GAMES
COGNITIVE STIMULATION
RECREATIONAL GAMES
RECREATIONAL ACTIVITIES
ELDERLY
description Introduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.
publishDate 2023
dc.date.none.fl_str_mv 2023-12-29T19:25:29Z
2023-01-01T00:00:00Z
2023
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10437/14384
url http://hdl.handle.net/10437/14384
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 2975-8386
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Edições Universitárias Lusófonas
publisher.none.fl_str_mv Edições Universitárias Lusófonas
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
repository.mail.fl_str_mv
_version_ 1799136784651649024