Framework for Healthcare4Life: a ubiquitous patient-centric telehealth system
Proceedings of the 11th International Conference of the NZ Chapter of the ACM Special Interest Group on Human-Computer Interaction
Exergame design for elderly users: the case study of SilverBalance
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
An exploratory study of input modalities for mobile devices used with museum exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating gesture-based games with older adults on a large screen display
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Evaluating gesture-based games with older adults on a large screen display
ACM SIGGRAPH 2011 Game Papers
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Designing and evaluating digital games for frail elderly persons
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Using the kinect to encourage older adults to exercise: a prototype
CHI '12 Extended Abstracts on Human Factors in Computing Systems
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Recent developments in digitally mediated games such as the Nintendo Wii aim to encourage exercise. This paper focuses on assessing the efficacy of the Nintendo Wii, popular in the United States and Japan, in promoting regular exercise among senior citizens in Singapore (aged 65 years and above). Adapting from the Technology Acceptance Model (TAM), this exploratory study examines senior citizens' perceptions of the Nintendo Wii. Twenty-eight participants took part in this pilot study conducted at a senior citizens centre in Singapore. Data collection was carried out via a self-reported questionnaire and video observation. Findings indicate that senior citizens perceived the Nitindo Wii usable with realistic depictions of games and had positive engagement with the Wii games. However, contrary to prior belief, findings did not show that perceived usefulness has a significant influence on senior citizens' intention to use the Wii for improving social interaction, health and exercise. The paper concludes with a discussion on the design and impact of digitally mediated games for elderly users.