Evaluating gesture-based games with older adults on a large screen display

  • Authors:
  • Mark Rice;Marcus Wan;Min-Hui Foo;Jamie Ng;Zynie Wai;Janell Kwok;Samuel Lee;Linda Teo

  • Affiliations:
  • Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR;Institute for Infocomm Research, A*STAR

  • Venue:
  • ACM SIGGRAPH 2011 Game Papers
  • Year:
  • 2011

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Abstract

Gesture-based games offer lucrative opportunities to engage users across all segments of the population. However, this requires that associated features go beyond mere expectations to meet the needs and requirements of diverse audience groups. Focusing on designing games for healthy older adults, we present a study exploring the usability and acceptability of a set of three gesture-based games. Designed for a large projection screen display, these games employ vision-based techniques that center on physical embodied interaction using a graphical silhouette. Infrared detection, accompanied by back-projection is used to reduce the effects of occluded body movements. User evaluations with 36 older adults were analyzed using a combination of pre- and post-game questionnaires, direct observations and semi-structured group interviews. The results demonstrate that while all the games were usable, they varied in their physical and social engagement, perceived ease of use and perceived usefulness. In particular, items associated with physical wellbeing were rated highly. During the discussion, we highlight strengths and weaknesses of our findings, including related interaction and application features.