Computer games for the elderly
CQL '90 Proceedings of the conference on Computers and the quality of life
interactions
Designing computer systems for older adults
The human-computer interaction handbook
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Requirements Engineering and the Creative Process in the Video Game Industry
RE '05 Proceedings of the 13th IEEE International Conference on Requirements Engineering
Aspects of HCI research for older people
Universal Access in the Information Society
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Improving computer interaction for older adults
ACM SIGACCESS Accessibility and Computing
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Designing meaningful play within the psycho-social context of older adults
Proceedings of the 3rd International Conference on Fun and Games
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This paper describes the analysis and design of a tablet-based gaming platform for seniors that promotes their quality-of-life and well-being by incorporating cognitive training mechanisms. A literature review of age-related changes and games for seniors indicated 'casual games' have the characteristics necessary to provide an enjoyable user experience for the senior audience. Having concluded that these games should target cognitive stimulation, the authors analysed mechanisms to achieve this purpose and compiled them into a matrix to be used as a starting point for the games design process. In parallel, the authors also gathered seniors' preferences and requirements regarding games, through observations and a game book. Low-, medium-, and high-fidelity prototypes for a gaming cognitive platform were developed, evaluated with end-users, and iteratively improved. Results showed that seniors easily interacted with the platform and were willing to use it in the future. Results and experience led to the identification of 10 rules of thumb that can be beneficial if applied to related projects. This paper concludes by identifying exciting areas for future research and development.