A survey of design issues in spatial input
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
DanceAlong: supporting positive social exchange and exercise for the elderly through dance
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Design requirements for technologies that encourage physical activity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Gameplay issues in the design of spatial 3D gestures for video games.
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Improving patient motivation in game development for motor deficit rehabilitation
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Understanding visual interfaces for the next generation of dance-based rhythm video games
Proceedings of the 2009 ACM SIGGRAPH Symposium on Video Games
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Exploring strategies and guidelines for developing full body video game interfaces
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Designing intergenerational play via enactive interaction, competition and acceleration
Personal and Ubiquitous Computing
Exergame design for elderly users: the case study of SilverBalance
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Motivating mobility: designing for lived motivation in stroke rehabilitation
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
Designing and evaluating digital games for frail elderly persons
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring & designing tools to enhance falls rehabilitation in the home
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
KINECTwheels: wheelchair-accessible motion-based game interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Wheelchair-based game design for older adults
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Multimodal kinect-supported interaction for visually impaired users
UAHCI'13 Proceedings of the 7th international conference on Universal Access in Human-Computer Interaction: design methods, tools, and interaction techniques for eInclusion - Volume Part I
Gesture-based applications for elderly people
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
Is movement better?: comparing sedentary and motion-based game controls for older adults
Proceedings of Graphics Interface 2013
Adaptive difficulty in exergames for Parkinson's disease patients
Proceedings of Graphics Interface 2013
Motion-based game interaction for older adults
ACM SIGACCESS Accessibility and Computing
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Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.