An interactive product to enhance elderly people’s self-esteem

Detalhes bibliográficos
Autor(a) principal: Matos, Laura Campos Gustavo de
Data de Publicação: 2022
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.26/40467
Resumo: This dissertation explored ageing and active ageing, discussing the several factors that influence self-esteem and the extent of the effects of gameplay on enhancing selfesteem in the Elderly. It briefly looked at the effects of video games on the Elderly’s cognitive performance and took a deeper look at the effects of exergames (e.g., played on Nintendo’s Wii platform) on the Elderly’s physical and cognitive performance. Some benefits were perceived. However, there is room for improvement as exergames do not provide the recommended exercise intensity and offer low cognitive benefits. Furthermore, it addressed the issue of low use of exergames in older age groups, despite their benefits. To solve these issues, a Human Centered Design approach with focus on user experience was suggested. In this context, this study also included expert interviews and a user questionnaire to better understand the target users’ exercise habits, pains, motivators, preferences, and selfesteem level. This dissertation also resulted in a product idea: an interactive product that offers physical exercise, physical therapy, and cognitive exercise in a fun and challenging way, with professional guidance.
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spelling An interactive product to enhance elderly people’s self-esteemInteractive productElderlySelf-esteemPhysical activityCognitive stimuliUxThis dissertation explored ageing and active ageing, discussing the several factors that influence self-esteem and the extent of the effects of gameplay on enhancing selfesteem in the Elderly. It briefly looked at the effects of video games on the Elderly’s cognitive performance and took a deeper look at the effects of exergames (e.g., played on Nintendo’s Wii platform) on the Elderly’s physical and cognitive performance. Some benefits were perceived. However, there is room for improvement as exergames do not provide the recommended exercise intensity and offer low cognitive benefits. Furthermore, it addressed the issue of low use of exergames in older age groups, despite their benefits. To solve these issues, a Human Centered Design approach with focus on user experience was suggested. In this context, this study also included expert interviews and a user questionnaire to better understand the target users’ exercise habits, pains, motivators, preferences, and selfesteem level. This dissertation also resulted in a product idea: an interactive product that offers physical exercise, physical therapy, and cognitive exercise in a fun and challenging way, with professional guidance.Esta dissertação explora o envelhecimento e o envelhecimento ativo, investigando os vários fatores influenciadores da auto-estima, e a dimensão dos efeitos de gameplay no aumento da auto-estima nos idosos. Cobriu, brevemente, os efeitos de videojogos na performance cognitiva dos idosos, e explorou, em mais detalhe, o efeito de exergames (como por exemplo, jogos na Nintendo Wii) na performance física e cognitiva dos idosos. Alguns benefícios foram identificados, no entanto, ainda há espaço de melhoria, visto que exergames não proporcionam a intensidade de exercício recomendada, e oferecem baixos benefícios cognitivos. Adicionalmente, foi abordada a problemática do baixo uso de exergames em grupos de idade mais avançada apesar dos seus benefícios. Para resolver estas questões, foi sugerida uma abordagem de Human Centered Design com foco na experiência do utilizador. Neste contexto, este estudo também incluiu entrevistas com peritos e um questionário para os utilizadores-alvo, de modo a melhor compreender os hábitos de exercício, dores, incentivos, preferências e nível de autoestima dos mesmos. Esta dissertação também resultou numa ideia de produto, um produto interativo que disponibiliza exercício físico, fisioterapia e exercício cognitivo com orientação profissional e de maneira divertida e desafiante.Ayanoglu, HandeHernández-Ramírez, RodrigoRepositório ComumMatos, Laura Campos Gustavo de2022-02-01T00:00:00Z2022-02-01T00:00:00Z2025-05-09T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.26/40467203007824enginfo:eu-repo/semantics/embargoedAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2022-09-05T14:39:45Zoai:comum.rcaap.pt:10400.26/40467Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:13:39.605558Repositório 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 interactive product to enhance elderly people’s self-esteem
title An interactive product to enhance elderly people’s self-esteem
spellingShingle An interactive product to enhance elderly people’s self-esteem
Matos, Laura Campos Gustavo de
Interactive product
Elderly
Self-esteem
Physical activity
Cognitive stimuli
Ux
title_short An interactive product to enhance elderly people’s self-esteem
title_full An interactive product to enhance elderly people’s self-esteem
title_fullStr An interactive product to enhance elderly people’s self-esteem
title_full_unstemmed An interactive product to enhance elderly people’s self-esteem
title_sort An interactive product to enhance elderly people’s self-esteem
author Matos, Laura Campos Gustavo de
author_facet Matos, Laura Campos Gustavo de
author_role author
dc.contributor.none.fl_str_mv Ayanoglu, Hande
Hernández-Ramírez, Rodrigo
Repositório Comum
dc.contributor.author.fl_str_mv Matos, Laura Campos Gustavo de
dc.subject.por.fl_str_mv Interactive product
Elderly
Self-esteem
Physical activity
Cognitive stimuli
Ux
topic Interactive product
Elderly
Self-esteem
Physical activity
Cognitive stimuli
Ux
description This dissertation explored ageing and active ageing, discussing the several factors that influence self-esteem and the extent of the effects of gameplay on enhancing selfesteem in the Elderly. It briefly looked at the effects of video games on the Elderly’s cognitive performance and took a deeper look at the effects of exergames (e.g., played on Nintendo’s Wii platform) on the Elderly’s physical and cognitive performance. Some benefits were perceived. However, there is room for improvement as exergames do not provide the recommended exercise intensity and offer low cognitive benefits. Furthermore, it addressed the issue of low use of exergames in older age groups, despite their benefits. To solve these issues, a Human Centered Design approach with focus on user experience was suggested. In this context, this study also included expert interviews and a user questionnaire to better understand the target users’ exercise habits, pains, motivators, preferences, and selfesteem level. This dissertation also resulted in a product idea: an interactive product that offers physical exercise, physical therapy, and cognitive exercise in a fun and challenging way, with professional guidance.
publishDate 2022
dc.date.none.fl_str_mv 2022-02-01T00:00:00Z
2022-02-01T00:00:00Z
2025-05-09T00:00:00Z
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203007824
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