I Don’t like Gaming

Title: 

 

I Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults

Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies 

 

Link to paper

Authors:

 

MUW,  FHSTP, AIT

 

Claudia Oppenauer-Meerskraut; Johannes Kropf; Anna Bösendorfer;

Matthias Gira; Mario Heller; Kerstin Lampel; Andreas Kumpf and Tanja Stamm

Abstract;

 

Background:

Physical activity in older adults is an important protective factor for

preventing morbidity and mortality and increases well-being and

independent living. Within the so-called “Train&Win” project, a

physical home training program with gaming elements based on the

Microsoft Kinect sensor and an avatar will be developed. Method: Two

user studies using a qualitative approach were conducted in order to

guarantee a user-centered design: a focus group with 14 participants and

a mock-up study with seven participants. Results: Contrary to published

literature and our expectations, a majority of participants (8/14;

57%) explicitly refused gaming elements, such as competitions between

the participants or motivational design inputs for process feedback.

Thus, the training program should be related to the physical training

experiences of the participants which were mainly sports and be

“realistic” in terms of the presentation and interaction with the

avatar. Both studies showed the

necessity

for an individually designed training, including typical non-technology

aspects of a physical training. Conclusion: The results stress the

importance of considering diverse attitudes, technology experiences and

needs of older adults. For a high user acceptance, the training has to

be individually adapted and consider more traditional non-technology

training elements than exergaming issues.

Reference:

 

Oppenauer-Meerskraut C., Kropf J., Bösendorfer A., Gira M., Heller M., Lampel K., Kumpf A. and Stamm T. (2017). I

Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults

Refused Gaming Elements in a Digital Home-based Physical Training

Programme in Two Qualitative Studies.In Proceedings of the International Conference on Computer-Human Interaction Research and Applications - Volume 1: CHIRA, ISBN 978-989-758-267-7, pages 178-184. DOI: 10.5220/0006516901780184

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