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
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Diseño contextual para la creación de videojuego basado en Realidad Virtual usado en terapia de rehabilitación física en personas con accidente cerebrovascular Contextual design for the creation of a virtual reality-based videogame used in physical rehabilitation therapy for people with stroke. 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. 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. 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 Stroke Rehabilitation 19 38 Núm. 38 , Año 2022 : Tabla de contenido Revista EIA No. 38 Artículo de revista Journal article 2022-06-01 00:00:00 2022-06-01 00:00:00 2022-06-01 application/pdf Fondo Editorial EIA - Universidad EIA Revista EIA 1794-1237 2463-0950 https://revistas.eia.edu.co/index.php/reveia/article/view/1549 10.24050/reia.v19i38.1549 https://doi.org/10.24050/reia.v19i38.1549 spa https://creativecommons.org/licenses/by-nc-nd/4.0 Revista EIA - 2022 Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0. 3817 pp. 1 30 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. 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 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 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 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 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 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. 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 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. 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 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. 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 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 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 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 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. 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 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. 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 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 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 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 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 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 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 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 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 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 Ruhf, K. (2020). Physically Active Virtual Reality and Parkinson’s Disease: A Pilot Study [PhD Thesis]. Wake Forest University. 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 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 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) 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 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 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 https://revistas.eia.edu.co/index.php/reveia/article/download/1549/1472 info:eu-repo/semantics/article http://purl.org/coar/resource_type/c_6501 http://purl.org/coar/resource_type/c_2df8fbb1 http://purl.org/redcol/resource_type/ART info:eu-repo/semantics/publishedVersion http://purl.org/coar/version/c_970fb48d4fbd8a85 info:eu-repo/semantics/openAccess http://purl.org/coar/access_right/c_abf2 Text Publication |
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UNIVERSIDAD EIA |
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Colombia |
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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 Stroke Rehabilitation |
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 Stroke Rehabilitation |
topic_facet |
Diseño contextual Realidad Virtual Videojuego Serio Accidente cerebrovascular Rehabilitación Contextual Design Virtual Reality Serious Videogame Stroke Rehabilitation |
citationvolume |
19 |
citationissue |
38 |
citationedition |
Núm. 38 , Año 2022 : Tabla de contenido Revista EIA No. 38 |
publisher |
Fondo Editorial EIA - Universidad EIA |
ispartofjournal |
Revista EIA |
source |
https://revistas.eia.edu.co/index.php/reveia/article/view/1549 |
language |
spa |
format |
Article |
rights |
https://creativecommons.org/licenses/by-nc-nd/4.0 Revista EIA - 2022 Esta obra está bajo una licencia internacional Creative Commons Atribución-NoComercial-SinDerivadas 4.0. info:eu-repo/semantics/openAccess http://purl.org/coar/access_right/c_abf2 |
references |
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. 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 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 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 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 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 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. 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 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. 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 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. 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 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 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 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 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. 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 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. 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 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 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 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 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 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 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 Autor, J. E., Goncalves, A., Rúbio Gouveia, É., Cameirao, M. S., & Bermudez i Badia, S. 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