VideoWhiteboard: video shadows to support remote collaboration
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
VIDEOPLACE—an artificial reality
CHI '85 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Silhouettell: Awareness Support for Real-World Encounter
Community Computing and Support Systems, Social Interaction in Networked Communities [the book is based on the Kyoto Meeting on Social Interaction and Communityware, held in Kyoto, Japan, in June 1998]
Shadow reaching: a new perspective on interaction for large displays
Proceedings of the 20th annual ACM symposium on User interface software and technology
Designing physical and social intergenerational family entertainment
Interacting with Computers
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Out of sight, out of mind: co-player effects on seniors' player experience
Proceedings of the 3rd International Conference on Fun and Games
Designing intergenerational play via enactive interaction, competition and acceleration
Personal and Ubiquitous Computing
Evaluating gesture-based games with older adults on a large screen display
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
ACM SIGGRAPH 2011 Art Gallery
Universal Access in the Information Society - Special Issue: Intergenerational context as an emphasis for design
Designing for collaboration: a study in intergenerational social game design
Universal Access in the Information Society - Special Issue: Intergenerational context as an emphasis for design
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Intergenerational gameplay: evaluating social interaction between younger and older players
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Co-creating games through intergenerational design workshops
Proceedings of the Designing Interactive Systems Conference
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In this paper, we report on the findings of an acute trial in which we evaluate the design of a novel gesture-based game. 60 younger and older players, divided into three separate group-types: (i) Young-Young, (ii) Old-Old, and (iii) Young-Old, took part in the study. The primary aim of this work was to evaluate the communicative and cooperative behavior of same-age and mixed-age pairs, with secondary interests in their perceived ease-of-use of the game. A mixed-method approach was used, comprising of direct observations, a post-game questionnaire and paired interviews. Our results identified noticeable differences between the group-types, with the Young-Old showing more physical cooperation, as compared to the same-age groups. The work elaborates on how the young and old differ in expectations and perceived interaction, and concludes with some recommendations for future research.