This document discusses the design of exergames to promote physical activity for older adults. It describes four iterations of an action research study to test exergame designs with older adult participants. The goal was to design games that adapt to participants' varying physical capabilities and promote social engagement. Key lessons learned include the need to classify players based on physical abilities and adapt gameplay accordingly, use cooperative rather than competitive gameplay, and design for spectators to encourage participation. Future work involves further refining classification of players and developing prototype exergames that apply these design principles.
The document describes a proposed virtual reality exergame called World of Riders. The game would be played on stationary cycle trainers with VR headsets and involve players cooperating to defeat a monster. It would implement high intensity interval training (HIIT) through gameplay mechanics like collecting missiles on the edge of a lake and shooting them at the monster from cannons in the center. The game aims to provide an immersive, social, and effective full-body workout through naturally guiding players to perform the HIIT protocol while focusing on the cooperative gameplay.
The document discusses Formula One's response to holding the 2011 Bahrain Grand Prix amid political unrest and protests in the country. It notes the CEO denied the race was political and that stopping it would create more problems, while a driver said concerns were overhyped. Critics accused Formula One of encouraging violence and having no ethics by prioritizing money over human rights. Recommendations included hiring new management, revising values, and creating a crisis plan.
Presented to North East Sports and Research Conference in Durham in July 2019.
Great discussion and topic area- inspired by the work of Nick Winkelman and Gokeler et al 2019.
Lots of presentation and slide prep to develop but improving through exposure
Self-efficacy is influenced by performance accomplishments, vicarious experiences, verbal persuasion, and emotional arousal. Anxiety can be state-specific or a general trait and theories link anxiety levels to an inverted-U relationship with performance. Coaches can help raise self-efficacy through goal setting, imagery, positive self-talk, and simulating competitive situations in practice.
This document discusses employee conflict minimization and coordination in organizations. It defines conflict as disagreements between individuals or groups due to differences in attitudes, beliefs or needs. Conflict is natural and unavoidable. While traditionally viewed negatively, contemporary views see conflict as potentially beneficial when managed constructively. The document outlines forms of conflict, strategies for minimization including respect, participation and justice, and negative attitudes to avoid. It defines coordination as the integration of individual efforts to achieve common goals and notes coordination is linked to trust and performance. The document recommends strengthening employee coordination through decision making room, information sharing, delegation, participation, training and workshops.
The document discusses induction and icebreakers. It defines induction as a planned process to help new employees settle into their jobs quickly and effectively. Icebreakers aim to overcome initial resistance and get group members involved without drawing attention. The advantages include anonymity, full participation, group responsibility, motivation, addressing process issues, and allowing risk-taking. Objectives are to overcome resistance, make people comfortable, establish common ground across backgrounds, and create shared activities. A variety of activities are suggested including movement games, induction games, and mental activities to bring variety, communication, and easy involvement while feeling excited and encouraged.
The document provides an overview of gerontological and community-based nursing, defining key terms related to aging populations, outlining factors that influence aging and national health goals, and describing the roles and scope of practice for gerontological nurses who provide care for older adults in various settings.
The document discusses Game Sense, an approach to teaching physical education that is student-centered and focuses on developing skills through critical thinking, problem solving, and decision making within modified games. It emphasizes the development of fundamental movement skills and is aligned with the NSW K-6 PDHPE syllabus. Game Sense can be adapted based on student needs and allows students to actively participate in sports while building skills like cooperation and lifelong physical literacy.
The document describes a proposed virtual reality exergame called World of Riders. The game would be played on stationary cycle trainers with VR headsets and involve players cooperating to defeat a monster. It would implement high intensity interval training (HIIT) through gameplay mechanics like collecting missiles on the edge of a lake and shooting them at the monster from cannons in the center. The game aims to provide an immersive, social, and effective full-body workout through naturally guiding players to perform the HIIT protocol while focusing on the cooperative gameplay.
The document discusses Formula One's response to holding the 2011 Bahrain Grand Prix amid political unrest and protests in the country. It notes the CEO denied the race was political and that stopping it would create more problems, while a driver said concerns were overhyped. Critics accused Formula One of encouraging violence and having no ethics by prioritizing money over human rights. Recommendations included hiring new management, revising values, and creating a crisis plan.
Presented to North East Sports and Research Conference in Durham in July 2019.
Great discussion and topic area- inspired by the work of Nick Winkelman and Gokeler et al 2019.
Lots of presentation and slide prep to develop but improving through exposure
Self-efficacy is influenced by performance accomplishments, vicarious experiences, verbal persuasion, and emotional arousal. Anxiety can be state-specific or a general trait and theories link anxiety levels to an inverted-U relationship with performance. Coaches can help raise self-efficacy through goal setting, imagery, positive self-talk, and simulating competitive situations in practice.
This document discusses employee conflict minimization and coordination in organizations. It defines conflict as disagreements between individuals or groups due to differences in attitudes, beliefs or needs. Conflict is natural and unavoidable. While traditionally viewed negatively, contemporary views see conflict as potentially beneficial when managed constructively. The document outlines forms of conflict, strategies for minimization including respect, participation and justice, and negative attitudes to avoid. It defines coordination as the integration of individual efforts to achieve common goals and notes coordination is linked to trust and performance. The document recommends strengthening employee coordination through decision making room, information sharing, delegation, participation, training and workshops.
The document discusses induction and icebreakers. It defines induction as a planned process to help new employees settle into their jobs quickly and effectively. Icebreakers aim to overcome initial resistance and get group members involved without drawing attention. The advantages include anonymity, full participation, group responsibility, motivation, addressing process issues, and allowing risk-taking. Objectives are to overcome resistance, make people comfortable, establish common ground across backgrounds, and create shared activities. A variety of activities are suggested including movement games, induction games, and mental activities to bring variety, communication, and easy involvement while feeling excited and encouraged.
The document provides an overview of gerontological and community-based nursing, defining key terms related to aging populations, outlining factors that influence aging and national health goals, and describing the roles and scope of practice for gerontological nurses who provide care for older adults in various settings.
The document discusses Game Sense, an approach to teaching physical education that is student-centered and focuses on developing skills through critical thinking, problem solving, and decision making within modified games. It emphasizes the development of fundamental movement skills and is aligned with the NSW K-6 PDHPE syllabus. Game Sense can be adapted based on student needs and allows students to actively participate in sports while building skills like cooperation and lifelong physical literacy.
Prescribing free play to enhance youth athletic potentialJoshua Barreiro
This document discusses the benefits of unstructured free play for youth athletic development. It notes that free play improves creativity, confidence, brain development, and social and cognitive skills. However, trends show decreases in free play and increases in early sports specialization, which can increase injury risk and reduce interest. The document recommends incorporating more free play into practices through small games, modified activities, and allowing youth to explore on their own terms. Coaches should focus on physical literacy over competition and create a mastery-oriented climate to develop fundamental movement skills through fun and diverse activities.
This document discusses changing paradigms in youth sports toward more child-centered models. It outlines trends toward early sports specialization and their negative consequences. It then reviews various youth development models that emphasize motor skill development, physical literacy, and diversified play over early specialization. The Long-Term Athletic Development model framework promotes multi-sport participation and developmentally-appropriate training across childhood. Coaching approaches discussed include focusing on fun, skill-building, and limiting instructions to promote child-centered learning and development through sports.
How Women Over 40 Use Exergames (like Wii Fit Plus)Lorna Boschman
Lorna Boschman, a researcher from Simon Fraser University, presents early results from her study of women over forty who use exergames. Presentation at Games for Health in Boston, May 19, 2011.
Game Sense is an alternative approach to coaching and teaching physical education and sports. It focuses on tactical understanding and decision making rather than just physical skills. Students learn through modified games and questioning from the teacher. This helps students learn what to do rather than just how to do physical skills. Two common ways to implement Game Sense are through small sided games that gradually increase players, and mid-sized games where complexity is added over time. Game Sense aims to increase participation and provide positive learning experiences for students.
Rick Rutkowski discusses the principles of functional training. Functional training focuses on practicing full-body movement patterns, enhancing mobility and stability, and increasing one's ability to adapt to unexpected stimuli. This decreases injury risk and increases performance. Common issues like poor movement quality and repetitive patterns decrease a person's ability to adapt and increase injury risk. The Functional Movement Screen evaluates movement patterns and can identify weaknesses. Addressing the weakest links through corrective exercises that improve mobility and stability can help reduce injuries and increase performance.
Games for Health - Jussi Holopainen - Combining Behavioural Change Techniques...Games for Health Europe
This document discusses using behavior change techniques, playability heuristics, and mobile health games to encourage physical activity and healthy diets. It introduces 40 behavior change techniques from the CALO-RE taxonomy that can be incorporated into game design. The document also outlines 47 playability heuristics across categories of game play, coolness/entertainment, and usability. These behavior change techniques and heuristics can be used as guidelines during game design and evaluations to help ensure mobile health games effectively motivate behavior change.
The Game Sense Approach is a learner-centered pedagogy used in PE classes that focuses on modified games and activities rather than isolated skills. It involves designing game-like activities, questioning students to generate ideas for improvement, collaboratively developing solutions to test, and reflecting on the results. The approach develops skills like balance, jumping, throwing within the context of decision-making in a game. It encourages an active, collaborative learning environment where students experiment with performance solutions. The Game Sense Approach aims to develop "thinking players" and promote participation, motivation, and a positive attitude towards sports.
The document provides an overview of a behavior change design workshop presented by Olga Elizarova and Ciara Taylor. The agenda includes an icebreaker, introductions to behavior change design, behavior change theories, game design, and a game activity. The workshop aims to teach participants how to use behavior change and game design principles to create interventions that promote sustainable behavior change.
HxRefactored - Illinois Institute of Technology - Arlen MollerHxRefactored
The document discusses challenges with active video games (AVGs) not providing enough physical activity or benefits generalizing. It introduces self-determination theory, which found supporting autonomy, competence, and relatedness increases intrinsic motivation and engagement. An augmented fantasy sports pilot integrated traditional fantasy sports with activity trackers, finding it significantly increased physical activity and was more enjoyable than traditional versions. This shows how self-determination theory principles can inform designing technologies to foster healthier behaviors and motivation.
How can one make an package for a sportsperson. its not a easy task, its an responsibility. there are several things to understand before making any package.
Game Sense is an approach to teaching physical education that focuses on modified games rather than isolated skills. It aims to develop skills through enjoyable games that students of all ability levels can participate in. Some benefits of this approach include physical, social, and emotional gains for students such as physical activity, friendship building, and increased self-esteem. The document discusses how Game Sense can help students understand the importance of health and wellbeing while developing positive attitudes towards sports.
Beyond Fun and Games: Aligning Recreation Activities with Physical Education ...clemsonydl
The document discusses aligning after-school recreation activities with physical education standards and priorities. It provides an overview of physical activity recommendations and South Carolina's physical education standards. The standards cover motor skills, concepts, regular participation, fitness, behavior, and enjoyment. The document advocates for an "intentional play" approach to recreation programming that is supervised, instructionally scaffolded, and uses standards to guide game-like activities aimed at maximum enjoyment.
Game Sense is an approach to teaching physical education that focuses on modified games rather than isolated skills. It aims to develop skills through enjoyable games that students of all ability levels can participate in. Some benefits of this approach include physical, social, and emotional gains for students such as physical activity, friendship building, and increased self-esteem. The document discusses how Game Sense can help students understand the importance of health and wellbeing while developing positive attitudes towards sports.
This document summarizes a study that examined consumer perspectives on sport participation as a mechanism for social change and the resulting marketing implications. The study tested relationships between constructs like the importance of societal dimensions of sport, sport participation motives, and participation intentions. It found that physical, sociological, and psychological dimensions were viewed as most important. Younger participants perceived greater importance of dimensions than older groups. While motives correlated with importance, they were poor predictors of intentions. The implications are that marketers should highlight benefits of participation to build membership. Further research with an ecological model is needed.
This document summarizes a study that examined consumer perspectives on sport participation as a mechanism for social change and the resulting marketing implications. The study tested relationships between how important consumers view the societal dimensions of sport participation, their motivations for participation, and their intentions to participate. The study found that participants and non-participants did not differ in how important they viewed the societal benefits of participation. Younger consumers viewed the dimensions as more important than older consumers. The study developed a reliable scale to measure the importance of societal dimensions. Further research is needed to add more complexity to the models of motivation and outcomes. The implications are for sport marketers to highlight the societal benefits of participation to build membership.
This document discusses coaching methods for developing youth football players. It argues that solely focusing on results does not appreciate the developmental pathway players must go through. Talent identification requires a well-planned pathway allowing all players to reach their potential at their own pace of maturation. Modifying training through small-sided games can create a more deliberate practice environment and lead to positive physiological and technical development. A coach's role is to understand each player's needs and capabilities in order to create an environment for successful long-term development.
The document discusses various approaches to measuring team cohesion, including direct and indirect methods. The direct method involves asking players how much they like playing for the team and how well they feel the team functions as a unit. The indirect method involves asking each team member how they feel about other members. Research on the indirect method has failed to find a relationship between cohesion and performance. Popular direct measurement tools discussed include the Group Environment Questionnaire and Sport Cohesiveness Questionnaire.
The Game Sense approach is a student-centered method for teaching physical education that focuses on playing games rather than isolated skills. It originated from a 1982 publication proposing to teach games instead of techniques. The approach encourages decision making, tactical awareness, and fun for students. It uses a cycle of reading situations, responding, reacting with skills, and recovering. Game Sense is effective for invasion, striking, net/wall, and target games. It aligns with curriculum goals of developing physical, cognitive, social and emotional skills through informed decision making and cooperation.
The Game Sense approach is a student-centered method for teaching physical education that focuses on playing games rather than isolated skills. It originated from a 1982 publication proposing to teach games instead of techniques. The approach encourages decision making, tactical awareness, and fun for students. It uses a cycle of reading situations, responding, reacting skillfully, and recovering. Game Sense is effective for invasion, striking, net/wall, and target games. It aligns well with the PDHPE syllabus by developing skills in a safe, cooperative environment with an emphasis on movement, decision making, and problem solving.
Prescribing free play to enhance youth athletic potentialJoshua Barreiro
This document discusses the benefits of unstructured free play for youth athletic development. It notes that free play improves creativity, confidence, brain development, and social and cognitive skills. However, trends show decreases in free play and increases in early sports specialization, which can increase injury risk and reduce interest. The document recommends incorporating more free play into practices through small games, modified activities, and allowing youth to explore on their own terms. Coaches should focus on physical literacy over competition and create a mastery-oriented climate to develop fundamental movement skills through fun and diverse activities.
This document discusses changing paradigms in youth sports toward more child-centered models. It outlines trends toward early sports specialization and their negative consequences. It then reviews various youth development models that emphasize motor skill development, physical literacy, and diversified play over early specialization. The Long-Term Athletic Development model framework promotes multi-sport participation and developmentally-appropriate training across childhood. Coaching approaches discussed include focusing on fun, skill-building, and limiting instructions to promote child-centered learning and development through sports.
How Women Over 40 Use Exergames (like Wii Fit Plus)Lorna Boschman
Lorna Boschman, a researcher from Simon Fraser University, presents early results from her study of women over forty who use exergames. Presentation at Games for Health in Boston, May 19, 2011.
Game Sense is an alternative approach to coaching and teaching physical education and sports. It focuses on tactical understanding and decision making rather than just physical skills. Students learn through modified games and questioning from the teacher. This helps students learn what to do rather than just how to do physical skills. Two common ways to implement Game Sense are through small sided games that gradually increase players, and mid-sized games where complexity is added over time. Game Sense aims to increase participation and provide positive learning experiences for students.
Rick Rutkowski discusses the principles of functional training. Functional training focuses on practicing full-body movement patterns, enhancing mobility and stability, and increasing one's ability to adapt to unexpected stimuli. This decreases injury risk and increases performance. Common issues like poor movement quality and repetitive patterns decrease a person's ability to adapt and increase injury risk. The Functional Movement Screen evaluates movement patterns and can identify weaknesses. Addressing the weakest links through corrective exercises that improve mobility and stability can help reduce injuries and increase performance.
Games for Health - Jussi Holopainen - Combining Behavioural Change Techniques...Games for Health Europe
This document discusses using behavior change techniques, playability heuristics, and mobile health games to encourage physical activity and healthy diets. It introduces 40 behavior change techniques from the CALO-RE taxonomy that can be incorporated into game design. The document also outlines 47 playability heuristics across categories of game play, coolness/entertainment, and usability. These behavior change techniques and heuristics can be used as guidelines during game design and evaluations to help ensure mobile health games effectively motivate behavior change.
The Game Sense Approach is a learner-centered pedagogy used in PE classes that focuses on modified games and activities rather than isolated skills. It involves designing game-like activities, questioning students to generate ideas for improvement, collaboratively developing solutions to test, and reflecting on the results. The approach develops skills like balance, jumping, throwing within the context of decision-making in a game. It encourages an active, collaborative learning environment where students experiment with performance solutions. The Game Sense Approach aims to develop "thinking players" and promote participation, motivation, and a positive attitude towards sports.
The document provides an overview of a behavior change design workshop presented by Olga Elizarova and Ciara Taylor. The agenda includes an icebreaker, introductions to behavior change design, behavior change theories, game design, and a game activity. The workshop aims to teach participants how to use behavior change and game design principles to create interventions that promote sustainable behavior change.
HxRefactored - Illinois Institute of Technology - Arlen MollerHxRefactored
The document discusses challenges with active video games (AVGs) not providing enough physical activity or benefits generalizing. It introduces self-determination theory, which found supporting autonomy, competence, and relatedness increases intrinsic motivation and engagement. An augmented fantasy sports pilot integrated traditional fantasy sports with activity trackers, finding it significantly increased physical activity and was more enjoyable than traditional versions. This shows how self-determination theory principles can inform designing technologies to foster healthier behaviors and motivation.
How can one make an package for a sportsperson. its not a easy task, its an responsibility. there are several things to understand before making any package.
Game Sense is an approach to teaching physical education that focuses on modified games rather than isolated skills. It aims to develop skills through enjoyable games that students of all ability levels can participate in. Some benefits of this approach include physical, social, and emotional gains for students such as physical activity, friendship building, and increased self-esteem. The document discusses how Game Sense can help students understand the importance of health and wellbeing while developing positive attitudes towards sports.
Beyond Fun and Games: Aligning Recreation Activities with Physical Education ...clemsonydl
The document discusses aligning after-school recreation activities with physical education standards and priorities. It provides an overview of physical activity recommendations and South Carolina's physical education standards. The standards cover motor skills, concepts, regular participation, fitness, behavior, and enjoyment. The document advocates for an "intentional play" approach to recreation programming that is supervised, instructionally scaffolded, and uses standards to guide game-like activities aimed at maximum enjoyment.
Game Sense is an approach to teaching physical education that focuses on modified games rather than isolated skills. It aims to develop skills through enjoyable games that students of all ability levels can participate in. Some benefits of this approach include physical, social, and emotional gains for students such as physical activity, friendship building, and increased self-esteem. The document discusses how Game Sense can help students understand the importance of health and wellbeing while developing positive attitudes towards sports.
This document summarizes a study that examined consumer perspectives on sport participation as a mechanism for social change and the resulting marketing implications. The study tested relationships between constructs like the importance of societal dimensions of sport, sport participation motives, and participation intentions. It found that physical, sociological, and psychological dimensions were viewed as most important. Younger participants perceived greater importance of dimensions than older groups. While motives correlated with importance, they were poor predictors of intentions. The implications are that marketers should highlight benefits of participation to build membership. Further research with an ecological model is needed.
This document summarizes a study that examined consumer perspectives on sport participation as a mechanism for social change and the resulting marketing implications. The study tested relationships between how important consumers view the societal dimensions of sport participation, their motivations for participation, and their intentions to participate. The study found that participants and non-participants did not differ in how important they viewed the societal benefits of participation. Younger consumers viewed the dimensions as more important than older consumers. The study developed a reliable scale to measure the importance of societal dimensions. Further research is needed to add more complexity to the models of motivation and outcomes. The implications are for sport marketers to highlight the societal benefits of participation to build membership.
This document discusses coaching methods for developing youth football players. It argues that solely focusing on results does not appreciate the developmental pathway players must go through. Talent identification requires a well-planned pathway allowing all players to reach their potential at their own pace of maturation. Modifying training through small-sided games can create a more deliberate practice environment and lead to positive physiological and technical development. A coach's role is to understand each player's needs and capabilities in order to create an environment for successful long-term development.
The document discusses various approaches to measuring team cohesion, including direct and indirect methods. The direct method involves asking players how much they like playing for the team and how well they feel the team functions as a unit. The indirect method involves asking each team member how they feel about other members. Research on the indirect method has failed to find a relationship between cohesion and performance. Popular direct measurement tools discussed include the Group Environment Questionnaire and Sport Cohesiveness Questionnaire.
The Game Sense approach is a student-centered method for teaching physical education that focuses on playing games rather than isolated skills. It originated from a 1982 publication proposing to teach games instead of techniques. The approach encourages decision making, tactical awareness, and fun for students. It uses a cycle of reading situations, responding, reacting with skills, and recovering. Game Sense is effective for invasion, striking, net/wall, and target games. It aligns with curriculum goals of developing physical, cognitive, social and emotional skills through informed decision making and cooperation.
The Game Sense approach is a student-centered method for teaching physical education that focuses on playing games rather than isolated skills. It originated from a 1982 publication proposing to teach games instead of techniques. The approach encourages decision making, tactical awareness, and fun for students. It uses a cycle of reading situations, responding, reacting skillfully, and recovering. Game Sense is effective for invasion, striking, net/wall, and target games. It aligns well with the PDHPE syllabus by developing skills in a safe, cooperative environment with an emphasis on movement, decision making, and problem solving.
Similar to Exergames for Older Adults an adaptive and cooperative approach (20)
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share - Lions, tigers, AI and health misinformation, oh my!.pptxTina Purnat
• Pitfalls and pivots needed to use AI effectively in public health
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• Building trust with communities online and offline
• Equipping health professionals to address questions, concerns and health misinformation
• Assessing risk and mitigating harm from adverse health narratives in communities, health workforce and health system
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Promoting Wellbeing - Applied Social Psychology - Psychology SuperNotesPsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Cell Therapy Expansion and Challenges in Autoimmune DiseaseHealth Advances
There is increasing confidence that cell therapies will soon play a role in the treatment of autoimmune disorders, but the extent of this impact remains to be seen. Early readouts on autologous CAR-Ts in lupus are encouraging, but manufacturing and cost limitations are likely to restrict access to highly refractory patients. Allogeneic CAR-Ts have the potential to broaden access to earlier lines of treatment due to their inherent cost benefits, however they will need to demonstrate comparable or improved efficacy to established modalities.
In addition to infrastructure and capacity constraints, CAR-Ts face a very different risk-benefit dynamic in autoimmune compared to oncology, highlighting the need for tolerable therapies with low adverse event risk. CAR-NK and Treg-based therapies are also being developed in certain autoimmune disorders and may demonstrate favorable safety profiles. Several novel non-cell therapies such as bispecific antibodies, nanobodies, and RNAi drugs, may also offer future alternative competitive solutions with variable value propositions.
Widespread adoption of cell therapies will not only require strong efficacy and safety data, but also adapted pricing and access strategies. At oncology-based price points, CAR-Ts are unlikely to achieve broad market access in autoimmune disorders, with eligible patient populations that are potentially orders of magnitude greater than the number of currently addressable cancer patients. Developers have made strides towards reducing cell therapy COGS while improving manufacturing efficiency, but payors will inevitably restrict access until more sustainable pricing is achieved.
Despite these headwinds, industry leaders and investors remain confident that cell therapies are poised to address significant unmet need in patients suffering from autoimmune disorders. However, the extent of this impact on the treatment landscape remains to be seen, as the industry rapidly approaches an inflection point.
The skin is the largest organ and its health plays a vital role among the other sense organs. The skin concerns like acne breakout, psoriasis, or anything similar along the lines, finding a qualified and experienced dermatologist becomes paramount.
2. Characteristics of Healthy Elder
They natural decay, diseases and
physical dependence do not lead to a
major impediments to perform daily life
activities
Great heterogeneity in functional
condition among peers
Functional decay often is accelerated
as result of depressive states and
sedentary lifestyle.
Muscular disuse slows the
neuromuscular response, reduces
strength in movement and loss of balance.
[1]
3. General Characteristics of the Elderly
PHYSICAL ASPECTS PSYCHOLOGICAL-AFFECTIVE ASPECTS
(Alba et al, 2001; Glanz et al, 2008; Wilson-Escalante et al,2009; INGER,2010)
3
4. Social interaction among elder’s gamers
Metaphors
Roles emerged from game structure
Rhetoric
Roles brought into the game from outside
Friendship
Fellowship
[2,3,6,7,8,9]
6. Requirements analysis
Summary: The exercise
-Should not cause harm or pain
-The exertion must be controlled
-It has to produce a benefit, avoiding fatigue
-It must be based on physical capacity
-There should be a design of an exercise
baseline
-There should be goals and progress
differentiated by level of capacity
9. Iteration 1.
Social
Behavior
Observe gamer’s
engagement and classify
them based on their level
of participation
Some elders have
tendency to isolate
themselves
Group support is not
enough to engage all
participants
Easy metaphors facilitate
elder effectiveness
Peer’s effectiveness is
perceived as “easy to play”
More movement increases
social participation
Replace pictorial instructions with
mimics of movements
Promote that more skilled games
helps to less skilled ones.
Integrate observers to
playground area.
Entrance
Action planning
Intervention
Evaluation
10. Iteration 2.
Exertion perceived
Analyze motion promoted
in game interface and
provide with new
facilitators movements to
gamer
Provide facilitators
movements to less skilled
gamers
increase movement level
in games selected
Human instructing increases
the number of active
gamers.
Few active gamers were
highly participatory.
Physical limitations implies
more time to control the
gameplay
Designed facilitators movements,
modify playground area to teach
these movements and promote
coach figure
Entrance
Action planning
Intervention
Evaluation
11. Iteration 3.
Effectiveness
Classify gamers’ motion
capacity using enabled
elements in game design
and adequate the
gameplay based on the
classification
Is necessary re build
metaphors using a
rhetoric adequate for each
level of motion capacity.
There was no more passive
players.
The group’s clustering helps
to identify adequate motion,
risk and tiredness during
game time.
However some gamer seems
ashamed with their low
performances
Evaluated the functional capacity
using joint’s arcs of motion and a
simple test of balance.
The group was clustered in four
subgroups and for each cluster
were re expressed the
movements
Entrance
Action planning
Intervention
Evaluation
12. Iteration 4.
Social Game
Include new warm up
session
Use simple casual games
to improve performances
Provide continuous
feedback about bad
practices
Change peer to peer
challenges by group
challenges.
Use cooperative play
rather than competition.
Leveling gamers lets hide
low performances
Highly engaged group with
exergames.
Efficacy in game improves
social interaction.
The gamers feels more
confident with their motion.
Leveling scores using handicaps.
Replace individual scores for
group scores.
Use a cooperative gameplay
rather individual competition
Diagnosis
Action planning
Intervention
Evaluation
14. Conclusions
• We presented a long-term case study applying the Action Research
methodology
• The exergames’ design makes compete all gamers under the same
conditions supposing than all gamer all needs is time and practice
• The gesture detection needs to take into account the gamer mobility
capacity classification and adapt the gameplay to this context
• Cooperative gameplay and a the design oriented to spectator
increases the game engagement
15. Future work
• Define a player classification based on joint’s arcs of movements, a
simple balance test and speed of neuromuscular response
• Design gameplay adaptability and develop a prototype of an
exergame for older adults using this classification
• Establish design principles for cooperative play and observer-oriented
design of exergames
17. References
• [1] C. Hall, L. Brody, Terapheutic exercise moving toward function
• Editorial Paidotribo, 2006.
• [2] J. Madrigal, Benefits in the quality of life of women between 50 and 81 years of age participating in a group physical recreation program in Journal Education, 34(2), pp. 111-
132, July-December 2010.
• [3] D.A. Leiberman, B. Chamberlin, E. Medina, The Power of Play: Innovations in Getting Active Summit 2011: A Science Panel Proceedings Report From the American Heart
Association. Circulation.;123:1–10, 2011.
• [4] J. Garcia, K. Felix, E. Lawrence, Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme. CENTRIC 2011; The Fourth International Conference on
Advances in Human oriented and Personalized Mechanisms, Technologies, and Services,
• pp. 64-71, October 2011.
• [5] T. Campbell, B. Ngo, J. Fogarty, Game Design Principles in Every Fitness Applications. CSCW2008 Proceedings of the 2008 ACM conference on Computer Supported
Cooperative Work, pp. 249-252,
• 2008.
• [6] A. Voida, S. Greenberg, Wii All Play: The Console as a Computational Meeting Place. CHI 2009 New gaming expiriences, pp. 1559-1568, April 2009.
• [7] D. Harley, G. Fitspatrick, L. Axelrod, G. White, G. Mc Allister, Making the Wii at Home: Game Play by Older People in Sheltered Housing. USAB’10 Proceedings of the 6th
international conference on HCI in work and learning, life and leisure: workgroup humancomputer interaction and usability engineering, pp. 156-176, 2010
• [8] E. Brox, L. Fernandez-Luque, T. Tøllefsen, Healthy Gaming – Video Game Design to promote Health. Appl Clin Inf 2011; 2: 128–142, 2011. http://dx.doi.org/10.4338/ACI-
2010-10-R-0060
• [9] R. Koster, A Theory of Fun for Game Design. Scottsdale: Paraglyph. 2004.
• [17] R. Davison, M. Martinsons, Principles of canonical research in Journal Information Systems, 6, January 2004.
Editor's Notes
My name is…. I present the paper entitled …
This is a Human Computer Interaction study ... aimed to identify principles of design for older adult´s exergames, videogames that promotes…, and provide element that lets a collaborative work among player-game-medical specialist…. In this sense the exergame must be able to adapt its movement interaction to provide an adequate benefit for the older adult gamer. Without the direct intervention from therapist whilst are played… Besides preserving the fun elements in game for an older adult gamer… And providing a benefit for them.
Alba plantea que debido a los cambios en la vejez se promueve una inseguridad en el movimiento esta inseguridad lleva al desuso y deterioro de cierta parte del cuerpo, Wilson-Escalante proporciona evidencia que la pérdida de la actividad física recreativa produce estados depresivos no patológicos. Condición que finalmente incide en enfermedades, depresión y aislamiento social. lo que establece la relevancia de promover la reactivación física del adulto mayor y proveerle de herramientas que faciliten este proceso. (20 segs.) (0:00:56)
From HCI perspective .. Exergames are designed using rhetorics and metaphors to express motion promoted and relate it with well known elements for the gamer… Outcome of use these elements … the exergame promotes that the gamer plays roles inside the game … These roles emerged form movement interface itself and are used to promoted and exertion whilst other brought into the game are less utilized in game interaction.
In our methodology we divided the study in 3 phases, In the first one we … In the second And in the third we applied Action Methodology to answer our research questions and solve user’s specific problem playing exergames
In the first phase we conducted 18 long interviews with specialists. We used a semi structured interview containing 61 questions that gave us a perspective of all the elements to take into account from specialist perspective Using grounded theory we obtained all the considerations about the use of exergames with older adults and summarized in the topics shown in the slide.
In the second phase we designed a first intervention with healthy older adults that never has played videogames before and using exergames specially selected for them taking into account all the specialist considerations. We found The way that the movement is expressed can be frightening for the elderly … This respond more to a design tendency than a physical problems to play The observer role is relevant and must be included in someway in the game interaction The exergames have a lack of elements to evaluate how the gamer mobility capacity really affects the interaction with the game There are physical problems to solve but this problematic subsist even with low
Action Research is incremental iterative spiral process used from used in academic improvement research. We applied Action Research in its canonical form. Action Research is defined as a iterative spiral process, where researchers and users works together identifying and diagnosing several generic problems (entrance). Based on this diagnosis the actions and interventions are planned, implemented and evaluated. In this way the outcome in the last iteration is a new entrance for the next, in this way at the end of this process the researcher is closer to have a good view of relevant elements for his research and solutions for several users’ problems.
The third phase had a duration of 6 months. In the first iteration was addressed the problem that some elders have the tendency to insolate themselves After differentiate among active and less active players, we can observe how training the gamers using pictorial instructions was a barrier for everyone, then we decided replace this method for mimic instruction and include observers in the playground. easy metaphors facilitate gamer engagement with the game but the way that is expressed the movement inhibit some participants even when they feel that is easy to play And in the other hand high intensity games increases the social interaction substantially So is necessary found ways to maintain the intensity in the game without intimidate the gamer.
We decide use more demanding exergames to increase the social interaction We include the coach role, making that less skilled gamers helped to more skilled ones. We found that the exergames are designed supposing that any gamer increases his abilities just with time and practice. Is not necessarily true, because the movement interface promotes that gamer makes movements causing the opposite effect A role played for the therapist is provide adequate movement, in our intervention we use the facilitators movements, those that the gamer use to achieve his performance. However, virtually no elements are considered from the context of mobility capacity and no adaptations are made during play time to adapt the gameplay to gamer’s characteristics. In some cases the way that the movement is expressed (the rhetoric) implies efforts beyond older adult´s mobility capacity, and even in low intensity exergames the older adult require a longer time to get control over the gameplay. The problem is the exergames gives a continuous negative feedback about gamer’s performance along this time.
For the third iteration we found that although all the older adults in the group were evaluated as healthy elders, there was significantly differences in mobility capacity, especially in lower limbs. Two evaluations were performed using the Kinect sensor: measurement of the joint’s active arcs of movement and a simple balance test. With these outcomes we clustered the group in 4 subgroups identifying real or own perceived limitations. For each of these subgroups the movement was redesigned taking into account their specific characteristics. For instance, the running rhetoric were re-expressed as a kind of march for G1 (more skilled gamers); for G2 we reduce the intensity in the march and with a lower rise of knees; for G3 we focus the gamer attention to rise his ankles; and finally for G4 we asked move the body center of mass from one leg to another. Applying these modifications all of them started to play.
We observed that less skilled gamers look ashamed with their performances. we change the individual challenges by cooperative gameplay, implementing new ways to evaluate the performances. The medical specialist provide lines of exercise for each level of capacity, that were used to adequate the movement and improve the gamers efficiency. These same elements were used by the therapist to improve some physical aspects whilst the exergames were played, we adequate a new section where the specialist provide continuous feedback for each player.
Based in these results we propose a model of adaptability based on 4 principles. Morphofunctional: the exergame requires identify mobility capacity and adapt the gameplay to it. The measurement of joint’s arcs and the practice of a simple test of balance provide good insights. A line of exercise must be provided for each level of mobility taking into account that a lower neuromuscular response requires reduce intensity of motion, a low speed, and adequate metaphors and feedback. Effectiveness: elders requires a longer time to engage with the game. Provide tips to increase the game effectiveness, design a user interaction taking into account the observer too. Include new elements like mimic demonstration and coach role inside the game design. Unlike others kind of gamers the older adult requires focus their attention in effective movements, use simple metaphors and improve feedback including other senses besides visual interaction. Risk-Tiredness high intensity exercise is not adequate in an exergame for older adults. Think in an effort centered in maintain the capacity to perform the daily life activities. Use casual games to retrain, encapsulate group interactions in short turns of 1-2 minutes by gamer , and give chance to socialize among turns. Think that the mobility capacity play the role of a threshold and have no sense encourage the gamer to increase the intensity of movement beyond that limit, for an older adult the effort to realize some movement may represent big exertion whilst for another not. Use the classification of gamers during playing time to control this elements. Think that this circumstances tend to decline not to improve with the time. Think that these games improve the social interaction then prefer design oriented to group interaction and include cooperative gameplay. Design scores and turns to play for a group interaction.