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Game-based IT solutions
for active & healthy aging
Fostering Independent & Healthy Living
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth
Overview
1. Who am I and why am I here?
2. Why do games for older adults matter?
3. How can games for older adults be designed?
4. Examples of recent game-based approaches at AIT
210.04.2014
3
AIT Austrian Institute of Technology
 BMVIT 50,46%
 Industry 49,54%
 ~ 1000 Employees
 Budget 40:30:30
 Budget: 120 Mio€
Health
Areas of Application
410.04.2014
Prevention
• Lifestyle Management
• Health Prevention
Intervention
• Care Support
• Detection of Critical Situations
Therapy
• Therapy Support
Comfort Mobility
Smart
Homes
Mobility
Support
Mobility
Optimi-
zation
• Lifestyle Management
• Health Prevention
Data Analytics
Communication
Thematic Overview
5
Nutrition
Social
Interaction
Activity
Health
Safety
10.04.2014
Enabling independent and healthy aging
.. by promoting regular physical activity
 Reduce relative risk of death (20%-35%)
 Reduce risk / affects of chronic diseases
• cardiovascular diseases, diabetes mellitus, cancer,
osteoporosis, arthritis, etc.
 Reduce risk of physical decline
(accidents, falls, frailty, etc.)
 Reduce risk for decline in cognitive function, depression,
etc.
610.04.2014
Nutrition
Social
Interaction
Activity
Health
Safety
Challenges
 Good concepts and advanced technology are not sufficient
to ensure a high effectivety of the proposed interventions
 People tend to fall back to their previous (unhealthy)
behavior easily
 We need to ensure adherence over a long timeframe
710.04.2014
 We need to motivate the users to do the exercises and
maintain a healthy lifestyle
Motivational Strategies
 Intrinsic motivators
 Fun
 Excitement
 Curiosity
 Challenge
 Mastery
 Improvement
 Extrinsic motivators
 Social interaction
 Social status
(ranking, feedback, etc.)
 Achievements
 Progress
810.04.2014
Motivational
affordance
Psychological
outcomes
Behavioral
outcomes
Psychological model of self-regulation
1) Goals about what to accomplish
2) Self-monitoring of personal behavior and relation to goals
3) Feedback and information about progress
4) Self-evaluation about progress toward each goal
5) Corrective behavior to more effective movement towards
goals
910.04.2014
Support Strategies
 Serious Games
 games with a specific aim (education, training, etc.)
 Gamification
 application of game-based elements in non-game contexts
 Persuasion Strategies
 change attitudes or behaviors of the users through persuasion
and social influence
1010.04.2014
Challenges for ICT Applications for Health
 Keep user motivated over a long period
 Story-telling
 Integration in daily activities
 Shift focus
 Social networks / blended training
 Address a broad range of diverse users
 Self-adapting difficulty
 Provide a set of motivators and
adopt individually
 Provide feedback on execution
 Include people with limited or no
ICT experience
1110.04.2014
Common Preconceptions
 Older adults are just lacy.
 Older adults are afraid of computers.
 Older adults don‘t play (on the computer).
1210.04.2014
 Older adults are just lacy.
 Not more than you!
 Older adults are afraid of computers.
 Not if done right.
 Older adults don‘t play (on the computer).
 No, but different!
Do we need „elderly“ games?
 No, but it helps!
1310.04.2014
Special Issues when Designing Games for Older Adults
 Motivation
 Users might be frustrated more quickly and stop playing
 Provide targeted feedback (reward/punishment) schedules
 Accessibility
 Provide enough time for interaction
 Adjust cognitive and physical load / demands according your
target group (learning, memory, movements, etc.)
 Provide the possibility to access a lower level again
 Risk prevention
 Prevent users from any foreseeable risk (falls, exhaustion)
1410.04.2014
Taxonomy of Games for Health
Physical Cognitive Social & Emotional
Health Health Health
1510.04.2014
Personal
Professional practice
Research
Public health
Preventive
Therapeutic
Assessment
Educational
Informatics
Opportunities of IT-based approaches
 Provide tailored behavioral strategies
 Combination of different intervention strategies
 Individual feedback on execution of exercises & progress made
 Integrate ubiquitous measurements to induce lifestyle changes
 Provide a virtual social network
 Provide a path from rehabilitation to independent lifestyle
1610.04.2014
SilverGame
Ernährung
Soziale
Interaktion
Aktivität
Gesundheit
Sicherheit
Goals
 Support social contact and interaction
 Stimulate human senses (cognition & emotion)
 Address common hobbies and passions
 Support stimulating game-based applications
 Build communities (interaction and communication)
 Integrate internet-based information and services
 Reduce isolation and bleakness
1810.04.2014
Module A:
Driving-
Simulator
Module B:
Virtual Chorus
find
new
friends
stimulate
senses
explore
new
interests
build
new
contacts
web-based content & services;
Chats, Blogs etc.
Audio- and Video-
Communication
Module C:
Dance-
& Fitness
Training
Multimedia
application
management
platform
19
Overview
FoSIBLE –
Fostering Social Interaction for a Better Life of Elderly
Nutrition
Social
Interaction
Activity
Health
Safety
Overview
 Goals
 Fostering social interaction
 Simplified access to new media
 Approach
 Smart-TV as central information hub
 Intelligent living-environment
 Multi-modal user-interface
Integration of Social- and Game Elements
2210.04.2014
Screenshots kindly provided by Kaasa Solutions
KIT-Aktiv – Active Lifestyle Management for Elderly
Ernährung
Soziale
Interaktion
Aktivität
Gesundheit
Sicherheit
Motivation
 Provide a service for activity support with very low costs per
user
 Brings together all age groups
 Establish a visible infrastructure in a community
 Provide a virtual platform for different activity groups
2410.04.2014
Approach
2510.04.2014
Grafenwörth
 6 cadastral subdivision
 Approx. 50km west of Vienna (Austria)
 Approx. 3000 inhabitant
 (Senior-) Citizen-Center SeneCura
2610.04.2014
 17 tracks from 1 – 21km
 8 fitness-poles
Fitness-Trails
2710.04.2014
Technical Concept
 RFID wristbands are used to register at each pole
 Information and data entry terminals at three semi-public
places
 View and print information about tracks, events, own
activities, etc.
 Enter health related data or measure body weight
 Read out external sensors (e.g. pedometer)
 Web-Interface for users, physician, care personal
 Integration of users using individual text messages (eMail,
SMS)
2810.04.2014
iStoppFalls – ICT-based System to Predict & Prevent Falls
Nutrition
Social
Interaction
Activity
Health
Safety
Motivation
 30% older than 65 fall at least once a year
 600 million people worldwide over 65
 2 billion people in 2050 (WHO)
 Costs 9 billion dollars annually in the US (Davis et al. 2010)
Falls are common
Remain important
4/10/2014 30
Fall Risk
Assessment
Strength Exercises
Exergames
Feedback
Fall Prevention
System Overview
KINECT
(motion sensing)
Senior Mobility
Monitor
(activity tracking)
PC
(Training, Games)
Set-Top Box
(Social Network,
Information))
Tablet
(Second Screen)
Balance Games
 Balance ability decline with aging
 Poor balance is associated with falls
 120 min./ week of balance training for fall prevention
(Sherrington et al. 2011)
iStoppFalls balance games aim to improve stability and train
muscle coordination by
(1) weight shifting
(2) knee bending and
(3) stepping
Skiing
344/10/2014
Skiing
 Task: Ski downhill through the gates
 Avatar’s movement controlled by
1. Leaning (left and right)
2. Knee bending
 Progression
 Increasing speed
 Including movements of arms (e.g. reaching)
 Adding a cognitive component (Dual-task)
354/10/2014
Skiing – Dual Task
 Player has to
 Memorize items
 Identify and recognize items
 Solve arithmetic challenges
364/10/2014
Bistro
374/10/2014
Bumblebee
384/10/2014
Strength Exercises
 Strength loss associated with falls
 Strength training recommended for fall prevention
(Sherrington et al. 2011)
iStoppFalls exercises aim to improve lower limb
muscle and ankle strength based on the Otago
Exercise program
Strength Exercises
1. Front knee strengthening
2. Back knee strengthening
3. Side hip strengthening
4. Calf raises
5. Toe raises
404/10/2014
Social Media Platform
 Connect to other participants
 Exchange messages
 Share results
 Form groups
Your Ingenious Partner!
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth

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Game-based IT solutions for active & healthy aging

  • 1. Game-based IT solutions for active & healthy aging Fostering Independent & Healthy Living Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth
  • 2. Overview 1. Who am I and why am I here? 2. Why do games for older adults matter? 3. How can games for older adults be designed? 4. Examples of recent game-based approaches at AIT 210.04.2014
  • 3. 3 AIT Austrian Institute of Technology  BMVIT 50,46%  Industry 49,54%  ~ 1000 Employees  Budget 40:30:30  Budget: 120 Mio€
  • 4. Health Areas of Application 410.04.2014 Prevention • Lifestyle Management • Health Prevention Intervention • Care Support • Detection of Critical Situations Therapy • Therapy Support Comfort Mobility Smart Homes Mobility Support Mobility Optimi- zation • Lifestyle Management • Health Prevention
  • 6. Enabling independent and healthy aging .. by promoting regular physical activity  Reduce relative risk of death (20%-35%)  Reduce risk / affects of chronic diseases • cardiovascular diseases, diabetes mellitus, cancer, osteoporosis, arthritis, etc.  Reduce risk of physical decline (accidents, falls, frailty, etc.)  Reduce risk for decline in cognitive function, depression, etc. 610.04.2014 Nutrition Social Interaction Activity Health Safety
  • 7. Challenges  Good concepts and advanced technology are not sufficient to ensure a high effectivety of the proposed interventions  People tend to fall back to their previous (unhealthy) behavior easily  We need to ensure adherence over a long timeframe 710.04.2014  We need to motivate the users to do the exercises and maintain a healthy lifestyle
  • 8. Motivational Strategies  Intrinsic motivators  Fun  Excitement  Curiosity  Challenge  Mastery  Improvement  Extrinsic motivators  Social interaction  Social status (ranking, feedback, etc.)  Achievements  Progress 810.04.2014 Motivational affordance Psychological outcomes Behavioral outcomes
  • 9. Psychological model of self-regulation 1) Goals about what to accomplish 2) Self-monitoring of personal behavior and relation to goals 3) Feedback and information about progress 4) Self-evaluation about progress toward each goal 5) Corrective behavior to more effective movement towards goals 910.04.2014
  • 10. Support Strategies  Serious Games  games with a specific aim (education, training, etc.)  Gamification  application of game-based elements in non-game contexts  Persuasion Strategies  change attitudes or behaviors of the users through persuasion and social influence 1010.04.2014
  • 11. Challenges for ICT Applications for Health  Keep user motivated over a long period  Story-telling  Integration in daily activities  Shift focus  Social networks / blended training  Address a broad range of diverse users  Self-adapting difficulty  Provide a set of motivators and adopt individually  Provide feedback on execution  Include people with limited or no ICT experience 1110.04.2014
  • 12. Common Preconceptions  Older adults are just lacy.  Older adults are afraid of computers.  Older adults don‘t play (on the computer). 1210.04.2014  Older adults are just lacy.  Not more than you!  Older adults are afraid of computers.  Not if done right.  Older adults don‘t play (on the computer).  No, but different!
  • 13. Do we need „elderly“ games?  No, but it helps! 1310.04.2014
  • 14. Special Issues when Designing Games for Older Adults  Motivation  Users might be frustrated more quickly and stop playing  Provide targeted feedback (reward/punishment) schedules  Accessibility  Provide enough time for interaction  Adjust cognitive and physical load / demands according your target group (learning, memory, movements, etc.)  Provide the possibility to access a lower level again  Risk prevention  Prevent users from any foreseeable risk (falls, exhaustion) 1410.04.2014
  • 15. Taxonomy of Games for Health Physical Cognitive Social & Emotional Health Health Health 1510.04.2014 Personal Professional practice Research Public health Preventive Therapeutic Assessment Educational Informatics
  • 16. Opportunities of IT-based approaches  Provide tailored behavioral strategies  Combination of different intervention strategies  Individual feedback on execution of exercises & progress made  Integrate ubiquitous measurements to induce lifestyle changes  Provide a virtual social network  Provide a path from rehabilitation to independent lifestyle 1610.04.2014
  • 18. Goals  Support social contact and interaction  Stimulate human senses (cognition & emotion)  Address common hobbies and passions  Support stimulating game-based applications  Build communities (interaction and communication)  Integrate internet-based information and services  Reduce isolation and bleakness 1810.04.2014
  • 19. Module A: Driving- Simulator Module B: Virtual Chorus find new friends stimulate senses explore new interests build new contacts web-based content & services; Chats, Blogs etc. Audio- and Video- Communication Module C: Dance- & Fitness Training Multimedia application management platform 19 Overview
  • 20. FoSIBLE – Fostering Social Interaction for a Better Life of Elderly Nutrition Social Interaction Activity Health Safety
  • 21. Overview  Goals  Fostering social interaction  Simplified access to new media  Approach  Smart-TV as central information hub  Intelligent living-environment  Multi-modal user-interface
  • 22. Integration of Social- and Game Elements 2210.04.2014 Screenshots kindly provided by Kaasa Solutions
  • 23. KIT-Aktiv – Active Lifestyle Management for Elderly Ernährung Soziale Interaktion Aktivität Gesundheit Sicherheit
  • 24. Motivation  Provide a service for activity support with very low costs per user  Brings together all age groups  Establish a visible infrastructure in a community  Provide a virtual platform for different activity groups 2410.04.2014
  • 26. Grafenwörth  6 cadastral subdivision  Approx. 50km west of Vienna (Austria)  Approx. 3000 inhabitant  (Senior-) Citizen-Center SeneCura 2610.04.2014
  • 27.  17 tracks from 1 – 21km  8 fitness-poles Fitness-Trails 2710.04.2014
  • 28. Technical Concept  RFID wristbands are used to register at each pole  Information and data entry terminals at three semi-public places  View and print information about tracks, events, own activities, etc.  Enter health related data or measure body weight  Read out external sensors (e.g. pedometer)  Web-Interface for users, physician, care personal  Integration of users using individual text messages (eMail, SMS) 2810.04.2014
  • 29. iStoppFalls – ICT-based System to Predict & Prevent Falls Nutrition Social Interaction Activity Health Safety
  • 30. Motivation  30% older than 65 fall at least once a year  600 million people worldwide over 65  2 billion people in 2050 (WHO)  Costs 9 billion dollars annually in the US (Davis et al. 2010) Falls are common Remain important 4/10/2014 30
  • 32. System Overview KINECT (motion sensing) Senior Mobility Monitor (activity tracking) PC (Training, Games) Set-Top Box (Social Network, Information)) Tablet (Second Screen)
  • 33. Balance Games  Balance ability decline with aging  Poor balance is associated with falls  120 min./ week of balance training for fall prevention (Sherrington et al. 2011) iStoppFalls balance games aim to improve stability and train muscle coordination by (1) weight shifting (2) knee bending and (3) stepping
  • 35. Skiing  Task: Ski downhill through the gates  Avatar’s movement controlled by 1. Leaning (left and right) 2. Knee bending  Progression  Increasing speed  Including movements of arms (e.g. reaching)  Adding a cognitive component (Dual-task) 354/10/2014
  • 36. Skiing – Dual Task  Player has to  Memorize items  Identify and recognize items  Solve arithmetic challenges 364/10/2014
  • 39. Strength Exercises  Strength loss associated with falls  Strength training recommended for fall prevention (Sherrington et al. 2011) iStoppFalls exercises aim to improve lower limb muscle and ankle strength based on the Otago Exercise program
  • 40. Strength Exercises 1. Front knee strengthening 2. Back knee strengthening 3. Side hip strengthening 4. Calf raises 5. Toe raises 404/10/2014
  • 41. Social Media Platform  Connect to other participants  Exchange messages  Share results  Form groups
  • 42. Your Ingenious Partner! Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth