Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular

Los datos demográficos, de percepciones, y de gustos de usuarios obtenidos de la observación real y de encuestas de experiencia proporcionan información contextualizada y de primera mano, para un diseñador de videojuegos. Sin embargo, este tipo de información puede malinterpretarse si se presenta como cifras estadísticas. El diseño contextual (DC) es un método centrado en el usuario que permite entender mejor su entorno de trabajo además de las necesidades que tendrán que cumplir los sistemas interactivos que para ellos se han de desarrollar. Según el DC, los arquetipos o Personas son representaciones de usuarios creadas para establecer comportamientos, gustos y motivaciones de un grupo representativo de usuarios q... Ver más

Guardado en:

1794-1237

2463-0950

19

2022-06-01

3817 pp. 1

30

http://purl.org/coar/access_right/c_abf2

info:eu-repo/semantics/openAccess

Revista EIA - 2022

Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.

id b604e8715e83cdce3029728f6c732eea
record_format ojs
spelling Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
Herrlich, M., Smeddinck, J., Runge, N., & Malaka, R. (2016). Applying Human-Centered Design to Develop Motivating Exergames. Mensch und Computer 2016–Workshopband. DOI: 10.18420/muc2016-ws02-0003
Kaufman, D., Sauvé, L., Renaud, L., Sixsmith, A., & Mortenson, B. (2016). Older adults’ digital gameplay: Patterns, benefits, and challenges. Simulation & Gaming, 47(4), 465–489. https://doi.org/10.1177/1046878116645736
Kaufman, D., Sauvé, L., Renaud, L., & Duplàa, E. (2014). Benefits and Barriers of Older Adults’ Digital Gameplay. CSEDU (1), 213–219. DOI: 10.5220/0004792302130219
Junior, P. T. A., & Filgueiras, L. V. L. (2005). User modeling with personas. Proceedings of the 2005 Latin American conference on Human-computer interaction, 277–282. https://doi.org/10.1145/1111360.1111388
Jette, A. M., Haley, S. M., Coster, W. J., Kooyoomjian, J. T., Levenson, S., Heeren, T., & Ashba, J. (2002). Late life function and disability instrument: I. Development and evaluation of the disability component. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 57(4), M209–M216. https://doi.org/10.1093/gerona/57.4.M209
Iversen, S. M. (2016). Play and productivity: The constitution of ageing adults in research on digital games. Games and Culture, 11(1-2), 7–27.
Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. Proceedings of the 2007 conference on Future Play, 17–22. https://doi.org/10.1145/1328202.1328206
Holtzblatt, K., Wendell, J. B., & Wood, S. (2005). Rapid contextual design: A how-to guide to key techniques for user-centered design. Ubiquity, 2005(March), 3–3.
Henrique, P. P., Colussi, E. L., & De Marchi, A. C. (2019). Effects of Exergame on Patients’ Balance and Upper Limb Motor Function after Stroke: A Randomized Controlled Trial. Journal of Stroke and Cerebrovascular Diseases. https://doi.org/10.1016/j.jstrokecerebrovasdis.2019.05.031
Lloréns, R., Gil-Gómez, J.-A., Alcañiz, M., Colomer, C., & Noé, E. (2015). Improvement in balance using a virtual reality-based stepping exercise: A randomized controlled trial involving individuals with chronic stroke. Clinical rehabilitation, 29(3), 261–268. https://doi.org/10.1177/0269215514543333
Haley, S. M., Jette, A. M., Coster, W. J., Kooyoomjian, J. T., Levenson, S., Heeren, T., & Ashba, J. (2002). Late Life Function and Disability Instrument: II. Development and evaluation of the function component. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 57(4), M217–M222. https://doi.org/10.1093/gerona/57.4.M217
Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71–96. DOI: 10.4018/IJPHIM.2017070105
Gonçalves, A., Muñoz, J., Gouveia, E., Cameirão, M. S., & i Badia, S. B. (2017). Portuguese Tradition Inspired Exergames for Older People-Strategic Tools to Promote Functional Fitness. icSports 2017.
Gerling, K. M., Schild, J., & Masuch, M. (2010). Exergame design for elderly users: The case study of SilverBalance. Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 66–69. https://doi.org/10.1145/1971630.1971650
Gamberini, L., Raya, M. A., Barresi, G., Fabregat, M., Ibanez, F., & Prontu, L. (2006). Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project. PsychNology Journal, 4(3), 285–308.
Duque, E., Fonseca, G., Vieira, H., Gontijo, G., & Ishitani, L. (2019). A systematic literature review on user centered design and participatory design with older people. Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, 1–11. https://doi.org/10.1145/3357155.3358471
De Vette, A. F. A., Tabak, M., Hermens, H. J., & Vollenbroek-Hutten, M. M. R. (2015). Game preferences and personality of older adult users. CHI PLAY conference.
De Schutter, B., & Vanden Abeele, V. (2010). Designing meaningful play within the psycho-social context of older adults. Proceedings of the 3rd International Conference on Fun and Games, 84–93. https://doi.org/10.1145/1823818.1823827
Levac, D. E., & Sveistrup, H. (2014). Motor learning and virtual reality. En Virtual reality for physical and motor rehabilitation (pp. 25–46). Springer. https://doi-org.ezproxy.utp.edu.co/10.1007/978-1-4939-0968-1_3
Mirnig, A. G., Meschtscherjakov, A., Wurhofer, D., Meneweger, T., & Tscheligi, M. (2015). A formal analysis of the ISO 9241-210 definition of user experience. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 437–450. https://doi.org/10.1145/2702613.2732511
De Schutter, B., Brown, J. A., & Vanden Abeele, V. (2015). The domestication of digital games in the lives of older adults. New Media & Society, 17(7), 1170–1186. https://doi.org/10.1177/1461444814522945
info:eu-repo/semantics/article
Text
http://purl.org/coar/access_right/c_abf2
info:eu-repo/semantics/openAccess
http://purl.org/coar/version/c_970fb48d4fbd8a85
info:eu-repo/semantics/publishedVersion
http://purl.org/redcol/resource_type/ART
http://purl.org/coar/resource_type/c_2df8fbb1
http://purl.org/coar/resource_type/c_6501
Zhang, F., Doroudian, A., Kaufman, D., Hausknecht, S., Jeremic, J., & Owens, H. (2017). Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. International Conference on Human Aspects of IT for the Aged Population, 296–307. https://doi-org.ezproxy.utp.edu.co/10.1007/978-3-319-58536-9_24
Autor, J. E., Goncalves, A., Rúbio Gouveia, É., Cameirao, M. S., & Bermudez i Badia, S. (2019). Lessons learned from gamifying functional fitness training through human-centered design methods in older adults. Games for Health Journal, 8(6), 387–406. https://doi.org/10.1089/g4h.2018.0028
Vasconcelos, A., Silva, P. A., Caseiro, J., Nunes, F., & Teixeira, L. F. (2012). Designing tablet-based games for seniors: The example of CogniPlay, a cognitive gaming platform. Proceedings of the 4th International Conference on Fun and Games, 1–10. https://doi.org/10.1145/2367616.2367617
Vanden Abeele, V. A., & Van Rompaey, V. (2006). Introducing human-centered research to game design: Designing game concepts for and with senior citizens. CHI’06 extended abstracts on Human factors in computing systems, 1469–1474. https://doi.org/10.1145/1125451.1125721
Stroulia, E., & Fernández, V. (2020). Virtual Gym: Aiding older adults with exercise compliance through serious gameplay. Disponible en: https://www.centre4activeliving.ca/news/2020/07/older-adults-exercise-thru-virtual-games (Visitado 16/10/2020)
Sayago, S., Rosales, A., Righi, V., Ferreira, S. M., Coleman, G. W., & Blat, J. (2016). On the conceptualization, design, and evaluation of appealing, meaningful, and playable digital games for older people. Games and Culture, 11(1-2), 53–80. https://doi.org/10.1177/1555412015597108
Salmon, J. P., Dolan, S. M., Drake, R. S., Wilson, G. C., Klein, R. M., & Eskes, G. A. (2017). A survey of video game preferences in adults: Building better games for older adults. Entertainment computing, 21, 45–64. https://doi.org/10.1016/j.entcom.2017.04.006
Ruhf, K. (2020). Physically Active Virtual Reality and Parkinson’s Disease: A Pilot Study [PhD Thesis]. Wake Forest University.
Reis, A., Lains, J., Paredes, H., Filipe, V., Abrantes, C., Ferreira, F., Mendes, R., Amorim, P., & Barroso, J. (2016). Developing a system for post-stroke rehabilitation: An exergames approach. International Conference on Universal Access in Human-Computer Interaction, 403–413. https://doi-org.ezproxy.utp.edu.co/10.1007/978-3-319-40238-3_39
Nap, H. H., De Kort, Y. A. W., & IJsselsteijn, W. A. (2009). Senior gamers: Preferences, motivations and needs. Gerontechnology, 8(4), 247–262. DOI: 10.4017/gt.2009.08.04.003.00
De Schutter, B., & Malliet, S. (2014). The older player of digital games: A classification based on perceived need satisfaction. Communications, 39(1), 67–87. https://doi.org/10.1515/commun-2014-0005
Czaja, S. J., & Lee, C. C. (2002). Designing computer systems for older adults. En The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications (pp. 413–427). DOI: 10.5555/772072.772101
Publication
Artículo de revista
Los datos demográficos, de percepciones, y de gustos de usuarios obtenidos de la observación real y de encuestas de experiencia proporcionan información contextualizada y de primera mano, para un diseñador de videojuegos. Sin embargo, este tipo de información puede malinterpretarse si se presenta como cifras estadísticas. El diseño contextual (DC) es un método centrado en el usuario que permite entender mejor su entorno de trabajo además de las necesidades que tendrán que cumplir los sistemas interactivos que para ellos se han de desarrollar. Según el DC, los arquetipos o Personas son representaciones de usuarios creadas para establecer comportamientos, gustos y motivaciones de un grupo representativo de usuarios que comparten el mismo patrón o iguales descriptores, y este tipo de perfiles pueden representar los grupos de usuarios durante el proceso de desarrollo de un videojuego. Este articulo describe paso a paso el proceso de diseño de Personas (o arquetipos) para un grupo de 25 participantes con ACV (Accidente Cerebro Vascular) de diferentes edades. Esta información fue obtenida de entrevistas contextuales y de encuestas de experiencia de juego, la cual permite hacer una interpretación más homogénea de los gustos, las limitaciones y las motivaciones de los participantes. Se generaron 4 perfiles de usuario que fueron usados para la creación de un videojuego serio usando realidad virtual, que permita un posible apoyo terapéutico en un proceso de rehabilitación física de personas que han sufrido ACV. Finalmente, este trabajo presenta el diseño preliminar del videojuego y la importancia de la información del modelo de usuario en la creación del mismo.
Montoya, Maria Fernanda
Villada, Julian Felipe Villada
Muñoz Cardona, John Edison
Henao Gallo, Oscar Alberto
López , José Fernando
Diseño contextual
Realidad Virtual
Videojuego Serio
Accidente cerebrovascular
Rehabilitación
19
38
Calvillo-Gámez, E. H., Cairns, P., & Cox, A. L. (2015). Assessing the core elements of the gaming experience. En Game user experience evaluation (pp. 37–62). Springer. https://doi.org/10.1007/978-3-319-15985-0_3
Núm. 38 , Año 2022 : .
Español
Blocker, K. A., Wright, T. J., & Boot, W. R. (2014). Gaming preferences of aging generations. Gerontechnology: international journal on the fundamental aspects of technology to serve the ageing society, 12(3), 174.
Revista EIA - 2022
application/pdf
Fondo Editorial EIA - Universidad EIA
Revista EIA
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.
https://revistas.eia.edu.co/index.php/reveia/article/view/1549
https://creativecommons.org/licenses/by-nc-nd/4.0
Contextual Design
Contextual design for the creation of a virtual reality-based videogame used in physical rehabilitation therapy for people with stroke.
Virtual Reality
Serious Videogame
Rehabilitation
User demographics, perceptions, and motivation data obtained from actual observation and experience surveys provide contextualized and first-hand information for game designers. However, this type of information can be misinterpreted if it is presented as numbers. Contextual Design (CD) is a user-centered method that allows a better understanding of the user’s work environment, as well as the requirements that the interactive systems must have to cover their needs. According to the CD, the user Personas (also called archetypes) are representations of users created to establish behaviors, likes and motivations of a representative group of users who share common patterns. These types of profiles can represent user groups during the design and development process of a videogame, thus allowing a more focused design. This paper describes step by step the process of designing user Personas for a group of 25 participants with stroke. This information was obtained from contextual interviews and gaming experience surveys, which allowed a more homogeneous interpretation of the dislikes, limitations and motivations of the participants. The CD methodology showed to be very useful, generating four user profiles, which were used for the creation of a serious video game in virtual reality that allows therapeutic support in a physical rehabilitation process for people with stroke. Finally, this work presents the preliminary design of the videogame and the importance of the information in the creation of user models.
Journal article
Stroke
30
3817 pp. 1
2022-06-01
https://doi.org/10.24050/reia.v19i38.1549
https://revistas.eia.edu.co/index.php/reveia/article/download/1549/1472
10.24050/reia.v19i38.1549
2022-06-01 00:00:00
1794-1237
2022-06-01 00:00:00
2463-0950
institution UNIVERSIDAD EIA
thumbnail https://nuevo.metarevistas.org/UNIVERSIDADEIA/logo.png
country_str Colombia
collection Revista EIA
title Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
spellingShingle Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
Montoya, Maria Fernanda
Villada, Julian Felipe Villada
Muñoz Cardona, John Edison
Henao Gallo, Oscar Alberto
López , José Fernando
Diseño contextual
Realidad Virtual
Videojuego Serio
Accidente cerebrovascular
Rehabilitación
Contextual Design
Virtual Reality
Serious Videogame
Rehabilitation
Stroke
title_short Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
title_full Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
title_fullStr Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
title_full_unstemmed Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
title_sort diseño contextual para la creación de videojuego basado en realidad virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular
title_eng Contextual design for the creation of a virtual reality-based videogame used in physical rehabilitation therapy for people with stroke.
description Los datos demográficos, de percepciones, y de gustos de usuarios obtenidos de la observación real y de encuestas de experiencia proporcionan información contextualizada y de primera mano, para un diseñador de videojuegos. Sin embargo, este tipo de información puede malinterpretarse si se presenta como cifras estadísticas. El diseño contextual (DC) es un método centrado en el usuario que permite entender mejor su entorno de trabajo además de las necesidades que tendrán que cumplir los sistemas interactivos que para ellos se han de desarrollar. Según el DC, los arquetipos o Personas son representaciones de usuarios creadas para establecer comportamientos, gustos y motivaciones de un grupo representativo de usuarios que comparten el mismo patrón o iguales descriptores, y este tipo de perfiles pueden representar los grupos de usuarios durante el proceso de desarrollo de un videojuego. Este articulo describe paso a paso el proceso de diseño de Personas (o arquetipos) para un grupo de 25 participantes con ACV (Accidente Cerebro Vascular) de diferentes edades. Esta información fue obtenida de entrevistas contextuales y de encuestas de experiencia de juego, la cual permite hacer una interpretación más homogénea de los gustos, las limitaciones y las motivaciones de los participantes. Se generaron 4 perfiles de usuario que fueron usados para la creación de un videojuego serio usando realidad virtual, que permita un posible apoyo terapéutico en un proceso de rehabilitación física de personas que han sufrido ACV. Finalmente, este trabajo presenta el diseño preliminar del videojuego y la importancia de la información del modelo de usuario en la creación del mismo.
description_eng User demographics, perceptions, and motivation data obtained from actual observation and experience surveys provide contextualized and first-hand information for game designers. However, this type of information can be misinterpreted if it is presented as numbers. Contextual Design (CD) is a user-centered method that allows a better understanding of the user’s work environment, as well as the requirements that the interactive systems must have to cover their needs. According to the CD, the user Personas (also called archetypes) are representations of users created to establish behaviors, likes and motivations of a representative group of users who share common patterns. These types of profiles can represent user groups during the design and development process of a videogame, thus allowing a more focused design. This paper describes step by step the process of designing user Personas for a group of 25 participants with stroke. This information was obtained from contextual interviews and gaming experience surveys, which allowed a more homogeneous interpretation of the dislikes, limitations and motivations of the participants. The CD methodology showed to be very useful, generating four user profiles, which were used for the creation of a serious video game in virtual reality that allows therapeutic support in a physical rehabilitation process for people with stroke. Finally, this work presents the preliminary design of the videogame and the importance of the information in the creation of user models.
author Montoya, Maria Fernanda
Villada, Julian Felipe Villada
Muñoz Cardona, John Edison
Henao Gallo, Oscar Alberto
López , José Fernando
author_facet Montoya, Maria Fernanda
Villada, Julian Felipe Villada
Muñoz Cardona, John Edison
Henao Gallo, Oscar Alberto
López , José Fernando
topicspa_str_mv Diseño contextual
Realidad Virtual
Videojuego Serio
Accidente cerebrovascular
Rehabilitación
topic Diseño contextual
Realidad Virtual
Videojuego Serio
Accidente cerebrovascular
Rehabilitación
Contextual Design
Virtual Reality
Serious Videogame
Rehabilitation
Stroke
topic_facet Diseño contextual
Realidad Virtual
Videojuego Serio
Accidente cerebrovascular
Rehabilitación
Contextual Design
Virtual Reality
Serious Videogame
Rehabilitation
Stroke
citationvolume 19
citationissue 38
citationedition Núm. 38 , Año 2022 : .
publisher Fondo Editorial EIA - Universidad EIA
ispartofjournal Revista EIA
source https://revistas.eia.edu.co/index.php/reveia/article/view/1549
language Español
format Article
rights http://purl.org/coar/access_right/c_abf2
info:eu-repo/semantics/openAccess
Revista EIA - 2022
Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0.
https://creativecommons.org/licenses/by-nc-nd/4.0
references Herrlich, M., Smeddinck, J., Runge, N., & Malaka, R. (2016). Applying Human-Centered Design to Develop Motivating Exergames. Mensch und Computer 2016–Workshopband. DOI: 10.18420/muc2016-ws02-0003
Kaufman, D., Sauvé, L., Renaud, L., Sixsmith, A., & Mortenson, B. (2016). Older adults’ digital gameplay: Patterns, benefits, and challenges. Simulation & Gaming, 47(4), 465–489. https://doi.org/10.1177/1046878116645736
Kaufman, D., Sauvé, L., Renaud, L., & Duplàa, E. (2014). Benefits and Barriers of Older Adults’ Digital Gameplay. CSEDU (1), 213–219. DOI: 10.5220/0004792302130219
Junior, P. T. A., & Filgueiras, L. V. L. (2005). User modeling with personas. Proceedings of the 2005 Latin American conference on Human-computer interaction, 277–282. https://doi.org/10.1145/1111360.1111388
Jette, A. M., Haley, S. M., Coster, W. J., Kooyoomjian, J. T., Levenson, S., Heeren, T., & Ashba, J. (2002). Late life function and disability instrument: I. Development and evaluation of the disability component. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 57(4), M209–M216. https://doi.org/10.1093/gerona/57.4.M209
Iversen, S. M. (2016). Play and productivity: The constitution of ageing adults in research on digital games. Games and Culture, 11(1-2), 7–27.
Ijsselsteijn, W., Nap, H. H., de Kort, Y., & Poels, K. (2007). Digital game design for elderly users. Proceedings of the 2007 conference on Future Play, 17–22. https://doi.org/10.1145/1328202.1328206
Holtzblatt, K., Wendell, J. B., & Wood, S. (2005). Rapid contextual design: A how-to guide to key techniques for user-centered design. Ubiquity, 2005(March), 3–3.
Henrique, P. P., Colussi, E. L., & De Marchi, A. C. (2019). Effects of Exergame on Patients’ Balance and Upper Limb Motor Function after Stroke: A Randomized Controlled Trial. Journal of Stroke and Cerebrovascular Diseases. https://doi.org/10.1016/j.jstrokecerebrovasdis.2019.05.031
Lloréns, R., Gil-Gómez, J.-A., Alcañiz, M., Colomer, C., & Noé, E. (2015). Improvement in balance using a virtual reality-based stepping exercise: A randomized controlled trial involving individuals with chronic stroke. Clinical rehabilitation, 29(3), 261–268. https://doi.org/10.1177/0269215514543333
Haley, S. M., Jette, A. M., Coster, W. J., Kooyoomjian, J. T., Levenson, S., Heeren, T., & Ashba, J. (2002). Late Life Function and Disability Instrument: II. Development and evaluation of the function component. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 57(4), M217–M222. https://doi.org/10.1093/gerona/57.4.M217
Griffiths, M. D., Kuss, D. J., & de Gortari, A. B. O. (2017). Videogames as therapy: An updated selective review of the medical and psychological literature. International Journal of Privacy and Health Information Management (IJPHIM), 5(2), 71–96. DOI: 10.4018/IJPHIM.2017070105
Gonçalves, A., Muñoz, J., Gouveia, E., Cameirão, M. S., & i Badia, S. B. (2017). Portuguese Tradition Inspired Exergames for Older People-Strategic Tools to Promote Functional Fitness. icSports 2017.
Gerling, K. M., Schild, J., & Masuch, M. (2010). Exergame design for elderly users: The case study of SilverBalance. Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 66–69. https://doi.org/10.1145/1971630.1971650
Gamberini, L., Raya, M. A., Barresi, G., Fabregat, M., Ibanez, F., & Prontu, L. (2006). Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project. PsychNology Journal, 4(3), 285–308.
Duque, E., Fonseca, G., Vieira, H., Gontijo, G., & Ishitani, L. (2019). A systematic literature review on user centered design and participatory design with older people. Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, 1–11. https://doi.org/10.1145/3357155.3358471
De Vette, A. F. A., Tabak, M., Hermens, H. J., & Vollenbroek-Hutten, M. M. R. (2015). Game preferences and personality of older adult users. CHI PLAY conference.
De Schutter, B., & Vanden Abeele, V. (2010). Designing meaningful play within the psycho-social context of older adults. Proceedings of the 3rd International Conference on Fun and Games, 84–93. https://doi.org/10.1145/1823818.1823827
Levac, D. E., & Sveistrup, H. (2014). Motor learning and virtual reality. En Virtual reality for physical and motor rehabilitation (pp. 25–46). Springer. https://doi-org.ezproxy.utp.edu.co/10.1007/978-1-4939-0968-1_3
Mirnig, A. G., Meschtscherjakov, A., Wurhofer, D., Meneweger, T., & Tscheligi, M. (2015). A formal analysis of the ISO 9241-210 definition of user experience. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 437–450. https://doi.org/10.1145/2702613.2732511
De Schutter, B., Brown, J. A., & Vanden Abeele, V. (2015). The domestication of digital games in the lives of older adults. New Media & Society, 17(7), 1170–1186. https://doi.org/10.1177/1461444814522945
Zhang, F., Doroudian, A., Kaufman, D., Hausknecht, S., Jeremic, J., & Owens, H. (2017). Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults. International Conference on Human Aspects of IT for the Aged Population, 296–307. https://doi-org.ezproxy.utp.edu.co/10.1007/978-3-319-58536-9_24
Autor, J. E., Goncalves, A., Rúbio Gouveia, É., Cameirao, M. S., & Bermudez i Badia, S. (2019). Lessons learned from gamifying functional fitness training through human-centered design methods in older adults. Games for Health Journal, 8(6), 387–406. https://doi.org/10.1089/g4h.2018.0028
Vasconcelos, A., Silva, P. A., Caseiro, J., Nunes, F., & Teixeira, L. F. (2012). Designing tablet-based games for seniors: The example of CogniPlay, a cognitive gaming platform. Proceedings of the 4th International Conference on Fun and Games, 1–10. https://doi.org/10.1145/2367616.2367617
Vanden Abeele, V. A., & Van Rompaey, V. (2006). Introducing human-centered research to game design: Designing game concepts for and with senior citizens. CHI’06 extended abstracts on Human factors in computing systems, 1469–1474. https://doi.org/10.1145/1125451.1125721
Stroulia, E., & Fernández, V. (2020). Virtual Gym: Aiding older adults with exercise compliance through serious gameplay. Disponible en: https://www.centre4activeliving.ca/news/2020/07/older-adults-exercise-thru-virtual-games (Visitado 16/10/2020)
Sayago, S., Rosales, A., Righi, V., Ferreira, S. M., Coleman, G. W., & Blat, J. (2016). On the conceptualization, design, and evaluation of appealing, meaningful, and playable digital games for older people. Games and Culture, 11(1-2), 53–80. https://doi.org/10.1177/1555412015597108
Salmon, J. P., Dolan, S. M., Drake, R. S., Wilson, G. C., Klein, R. M., & Eskes, G. A. (2017). A survey of video game preferences in adults: Building better games for older adults. Entertainment computing, 21, 45–64. https://doi.org/10.1016/j.entcom.2017.04.006
Ruhf, K. (2020). Physically Active Virtual Reality and Parkinson’s Disease: A Pilot Study [PhD Thesis]. Wake Forest University.
Reis, A., Lains, J., Paredes, H., Filipe, V., Abrantes, C., Ferreira, F., Mendes, R., Amorim, P., & Barroso, J. (2016). Developing a system for post-stroke rehabilitation: An exergames approach. International Conference on Universal Access in Human-Computer Interaction, 403–413. https://doi-org.ezproxy.utp.edu.co/10.1007/978-3-319-40238-3_39
Nap, H. H., De Kort, Y. A. W., & IJsselsteijn, W. A. (2009). Senior gamers: Preferences, motivations and needs. Gerontechnology, 8(4), 247–262. DOI: 10.4017/gt.2009.08.04.003.00
De Schutter, B., & Malliet, S. (2014). The older player of digital games: A classification based on perceived need satisfaction. Communications, 39(1), 67–87. https://doi.org/10.1515/commun-2014-0005
Czaja, S. J., & Lee, C. C. (2002). Designing computer systems for older adults. En The human-computer interaction handbook: Fundamentals, evolving technologies and emerging applications (pp. 413–427). DOI: 10.5555/772072.772101
Calvillo-Gámez, E. H., Cairns, P., & Cox, A. L. (2015). Assessing the core elements of the gaming experience. En Game user experience evaluation (pp. 37–62). Springer. https://doi.org/10.1007/978-3-319-15985-0_3
Blocker, K. A., Wright, T. J., & Boot, W. R. (2014). Gaming preferences of aging generations. Gerontechnology: international journal on the fundamental aspects of technology to serve the ageing society, 12(3), 174.
type_driver info:eu-repo/semantics/article
type_coar http://purl.org/coar/resource_type/c_2df8fbb1
type_version info:eu-repo/semantics/publishedVersion
type_coarversion http://purl.org/coar/version/c_970fb48d4fbd8a85
type_content Text
publishDate 2022-06-01
date_accessioned 2022-06-01 00:00:00
date_available 2022-06-01 00:00:00
url https://revistas.eia.edu.co/index.php/reveia/article/view/1549
url_doi https://doi.org/10.24050/reia.v19i38.1549
issn 1794-1237
eissn 2463-0950
doi 10.24050/reia.v19i38.1549
citationstartpage 3817 pp. 1
citationendpage 30
url3_str_mv https://revistas.eia.edu.co/index.php/reveia/article/download/1549/1472
_version_ 1797159389717594112