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Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
Wii Gaming for Older Generations
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Wii Gaming for Older Generations

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Presented at the 2009 conference of the Digital Games Research Association at Brunel University. …

Presented at the 2009 conference of the Digital Games Research Association at Brunel University.

http://amd.newport.ac.uk/displayPage.aspx?object_id=10073&type=PAG

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  • 1. Wii Gaming for Older Players From Motivation to Appropriation, and Usability to User Experience Gareth R. White Interact Lab, University of Sussex g.white@sussex.ac.uk Monday, 24 May 2010 0-1 Wii - Accessible? Case-study Contribution: Specificity and insight re: design mechanisms for elderly Usability: Functional, can they play? UX:
  • 2. Background • Age Concern Brighton and Hove • 4 houses, residents aged 60-90 • Wii Sports Bowling & Wii Fit Skiing Monday, 24 May 2010 1-2m Digital divide (self efficacy, crystalised rather than fluid knowledge.) Lindfield Court: 2nd session; 5/35 residents play Woods House: 6 months experience (can setup and play independently); 3/37 residents play. Somerset Point: 12 months experience (own console, independent). 2 consoles. Residents setup, invite other houses, provide tea. 13 / 93
  • 3. Methodology • 4 month study • 10 private, 2 public sessions • 2-13 players; 1-5 researchers • Semi-structured interviews; video observation to extract usability metrics Monday, 24 May 2010 2-3 Usability errors are bad!
  • 4. Motivation and Adoption • External introduction & mentor • Self Efficacy (doubts) • Intergeneration • Fun (competition, teasing, support) • Memories of games, youthful Miis Monday, 24 May 2010 3-5
  • 5. Usability: Ski Jump • Embodied (Reactions) • Game controls start / end Binary success 6 beginners 100% “Failed to Takeoff” (0 / 30 attempts) Monday, 24 May 2010 5-6 Mentor pressed buttons. Abandoned!
  • 6. Ski Jump: Success Monday, 24 May 2010 6-8 Teasing / Support “Didn’t go very far” “Better than me”
  • 7. Ski Jump: Failure Monday, 24 May 2010 8-10 “Failed” “Unbalanced” Self-Efficacy Abandoned!
  • 8. Usability: Power Throws • Embodied + Symbolic Modes • Player & game control start / end Failure Success Button mash Late release Premature swing Hit Swing without ball Strike Hold without release Drop before swing Monday, 24 May 2010 10-12 Why bowling success and ski jump not?
  • 9. Bowling: Success with Errors Monday, 24 May 2010 12-14 Many errors Gutter guards Advice from audience 14 / 15 is great!
  • 10. Usability: Power Throws • Skill continuum A (454): 0, 2, 1, 0, 0, 1, 1, 1, 1, 0 B (393): 1, 0, 0, 0, 0, 2, 0, 0, 0, 0 C (406): 3, 4, 1, 0, 1, 2, 0, 1, 1, 2 Reference (438 - 503): 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 Monday, 24 May 2010 14-17
  • 11. User Experience and Appropriation • Fun despite errors • Significance of usability issues • Peer mentors • Group identity & play style (control) Monday, 24 May 2010 17-19m Self-efficacy Invite other houses
  • 12. Summary • Adoption phase: advocacy & training • Usability: reactions (physical) & symbolic mode (cognitive) • Fun & control: continuum of expertise • Design for social space (off-screen) • Gateway technology? Monday, 24 May 2010 19-20m Audience participation - turn taking Digital Divide
  • 13. Questions Gareth R. White Interact Lab, University of Sussex g.white@sussex.ac.uk Monday, 24 May 2010 20-30

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