TY - GEN
T1 - ADE2
T2 - 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE 2021
AU - Cedillo, Priscila
AU - Arias, Jefferson
AU - Arteaga, Emily
AU - Sánchez-Zhunio, Cristina
AU - Prado-Cabrera, Daniela
N1 - Publisher Copyright:
Copyright © 2021 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved
PY - 2021
Y1 - 2021
N2 - Over the years, cognitive deterioration appears, which is even more evident as age increases; therefore, it requires attention and treatment. Among the older adults' primary needs are learning and entertainment. These needs promote older people, caregivers, and health personnel to seek technological solutions that help during their free time while training the executive functions in the home or gerontological centers. Hence, serious games can teach without neglecting entertainment and fun. Thus, it is necessary to develop techniques, methods, tools, or standards for creating serious games by following a process that considers all the needs and specific characteristics of older adults. Hence, this paper presents a method named ADE2 that aims to facilitate the development of serious games for older adults aligned to usability standards, human-computer interaction (HCI) techniques, and healthcare and software engineering experts' considerations. Evaluating the feasibility of the method has been presented the construction of a serious game and a case study that evaluates the game's use perception. The evaluation was developed from the point of view of the psychological area and the end-user (older adult).
AB - Over the years, cognitive deterioration appears, which is even more evident as age increases; therefore, it requires attention and treatment. Among the older adults' primary needs are learning and entertainment. These needs promote older people, caregivers, and health personnel to seek technological solutions that help during their free time while training the executive functions in the home or gerontological centers. Hence, serious games can teach without neglecting entertainment and fun. Thus, it is necessary to develop techniques, methods, tools, or standards for creating serious games by following a process that considers all the needs and specific characteristics of older adults. Hence, this paper presents a method named ADE2 that aims to facilitate the development of serious games for older adults aligned to usability standards, human-computer interaction (HCI) techniques, and healthcare and software engineering experts' considerations. Evaluating the feasibility of the method has been presented the construction of a serious game and a case study that evaluates the game's use perception. The evaluation was developed from the point of view of the psychological area and the end-user (older adult).
KW - Attention
KW - Health Care
KW - Human-Computer Interaction
KW - Memory
KW - Older Adults
KW - Serious Games
KW - Software Engineering
KW - User Experience
UR - https://www.cifor.org/knowledge/publication/7812/
M3 - Contribución a la conferencia
AN - SCOPUS:85128755775
T3 - International Conference on Information and Communication Technologies for Ageing Well and e-Health, ICT4AWE - Proceedings
SP - 46
EP - 56
BT - ICT4AWE 2021 - Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health
A2 - Mulvenna, Maurice
A2 - Ziefle, Martina
A2 - Maciaszek, Leszek
A2 - Maciaszek, Leszek
PB - Science and Technology Publications, Lda
Y2 - 24 April 2021 through 26 April 2021
ER -