• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

从以人为中心的设计方法在老年人中对功能性健身训练进行游戏化中学到的经验。

Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults.

机构信息

Department of System Design and Engineering, University of Waterloo, Ontario, Canada.

Madeira Interactive Technologies Institute (M-iti) and Faculdade de Ciências Exatas e da Engenharia, Universidade da Madeira, Funchal, Portugal.

出版信息

Games Health J. 2019 Dec;8(6):387-406. doi: 10.1089/g4h.2018.0028. Epub 2019 Aug 1.

DOI:10.1089/g4h.2018.0028
PMID:31368834
Abstract

The design of meaningful and enjoyable Exergames for fitness training in older adults possesses critical challenges in matching user's needs and motivators with game elements. These challenges are often due to the lack of knowledge of seniors' game preferences and technology literacy as well as a poor involvement of the target population in the design process. This research aims at describing a detailed and scrutinized use case of applying human-centered design methodologies in the gamification of fitness training routines and illustrates how to incorporate seniors' feedback in the game design pipeline. We focus on how to use the insights from human-centered inquiries to improve in-game elements, such as mechanics or esthetics, and how to iterate the game design process based on playtesting sessions in the field. We present a set of four Exergames created to train the critical functional fitness areas of older adults. We show how through rapid prototyping methods and multidisciplinary research, Exergames can be rigorously designed and developed to match individual physical capabilities. Moreover, we propose a set of guidelines for the design of context-aware Exergames based on the lessons learned. We highlight the process followed; it depicts 19 weeks of various activities delivering particular and actionable items that can be used as a checklist for future games for health design projects.

摘要

为老年人健身训练设计有意义且有趣的运动游戏具有匹配用户需求和动机与游戏元素的重大挑战。这些挑战通常是由于缺乏对老年人游戏偏好和技术素养的了解,以及目标人群在设计过程中的参与度不高。

本研究旨在描述一个详细和详细的案例,说明如何将以人为中心的设计方法应用于健身训练常规的游戏化,并说明如何将老年人的反馈纳入游戏设计流程。我们专注于如何利用以人为中心的探究的见解来改进游戏内元素,例如机制或美学,以及如何根据现场的游戏测试会议迭代游戏设计过程。我们展示了如何通过快速原型制作方法和多学科研究,严格设计和开发运动游戏,以匹配个人的身体能力。此外,我们根据经验教训提出了一套基于情境感知的运动游戏设计指南。我们强调所遵循的流程;它描述了 19 周的各种活动,提供了特定的和可操作的项目,可作为未来健康游戏设计项目的检查表。

相似文献

1
Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults.从以人为中心的设计方法在老年人中对功能性健身训练进行游戏化中学到的经验。
Games Health J. 2019 Dec;8(6):387-406. doi: 10.1089/g4h.2018.0028. Epub 2019 Aug 1.
2
Designing for movement quality in exergames: lessons learned from observing senior citizens playing stepping games.为健身游戏中的动作质量进行设计:从观察老年人玩踏步游戏中获得的经验教训。
Gerontology. 2015;61(2):186-94. doi: 10.1159/000365755. Epub 2014 Nov 13.
3
User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design.在为老年人提供健身游戏三年经验基础上的针对老年人的严肃游戏的以用户为中心设计:一项研究设计。
JMIR Serious Games. 2017 Jan 11;5(1):e2. doi: 10.2196/games.6254.
4
A Study Protocol for Applying User Participation and Co-Learning-Lessons Learned from the eBalance Project.一项关于应用用户参与和共同学习的研究方案——从电子平衡项目中汲取的经验教训
Int J Environ Res Public Health. 2017 May 10;14(5):512. doi: 10.3390/ijerph14050512.
5
Physiological responses and enjoyment of Kinect-based exergames in older adults at risk for falls: A feasibility study.针对有跌倒风险的老年人,基于Kinect的健身游戏的生理反应与体验:一项可行性研究。
Technol Health Care. 2019;27(4):353-362. doi: 10.3233/THC-191634.
6
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.针对痴呆症患者的沉浸式虚拟现实健身游戏:在新冠疫情期间作为多利益相关方团队进行的以用户为中心的设计研究。
JMIR Serious Games. 2022 Jan 19;10(1):e29987. doi: 10.2196/29987.
7
Seas the day: Co-designing immersive virtual reality exergames with exercise professionals and people living with dementia.把握今朝:与运动专业人士和痴呆症患者共同设计沉浸式虚拟现实运动游戏。
Alzheimers Dement. 2021 Dec;17 Suppl 11:e051278. doi: 10.1002/alz.051278.
8
Movements of older adults during exergaming interventions that are associated with the Systems Framework for Postural Control: A systematic review.老年人在与姿势控制系统框架相关的运动游戏干预中的运动:系统评价。
Maturitas. 2018 May;111:90-99. doi: 10.1016/j.maturitas.2018.03.005. Epub 2018 Mar 15.
9
Efficacy of Bingocize: A Game-Centered Mobile Application to Improve Physical and Cognitive Performance in Older Adults.Bingocize 的疗效:一种以游戏为中心的移动应用程序,可提高老年人的身体和认知表现。
Games Health J. 2018 Aug;7(4):253-261. doi: 10.1089/g4h.2017.0139. Epub 2018 Aug 8.
10
Understanding Senior Adults' Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study.了解老年人对用于健康的商业健身游戏的需求、偏好和体验:可用性研究。
JMIR Serious Games. 2024 Apr 5;12:e36154. doi: 10.2196/36154.

引用本文的文献

1
Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults: a cross-disciplinary systematic review.针对社区居住的健康老年人的基于数字互动体验和游戏的跌倒干预措施:一项跨学科系统综述。
Front Public Health. 2025 Jan 23;12:1489258. doi: 10.3389/fpubh.2024.1489258. eCollection 2024.
2
Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.锻炼游戏增加老年人的身体活动:可行性和实际意义。
Curr Heart Fail Rep. 2024 Aug;21(4):439-459. doi: 10.1007/s11897-024-00675-9. Epub 2024 Jul 18.
3
Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.
针对痴呆症患者的沉浸式虚拟现实健身游戏:在新冠疫情期间作为多利益相关方团队进行的以用户为中心的设计研究。
JMIR Serious Games. 2022 Jan 19;10(1):e29987. doi: 10.2196/29987.
4
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.比较标准治疗、现成和定制的主动视频游戏在促进脑卒中后患者身体活动方面的神经肌肉和心血管运动强度和乐趣。
J Neuroeng Rehabil. 2021 Apr 14;18(1):63. doi: 10.1186/s12984-021-00850-2.
5
Design and Evaluation of an Augmented Reality-Based Exergame System to Reduce Fall Risk in the Elderly.基于增强现实的健身游戏系统的设计与评估:降低老年人跌倒风险。
Int J Environ Res Public Health. 2020 Oct 1;17(19):7208. doi: 10.3390/ijerph17197208.
6
Impact of multidimensional interventions on quality of life and depression among older adults in a primary care setting in Brazil: a quasi-experimental study.多维干预对巴西初级保健环境中老年患者生活质量和抑郁的影响:一项准实验研究。
Braz J Psychiatry. 2020 Apr;42(2):201-208. doi: 10.1590/1516-4446-2019-0577. Epub 2019 Dec 9.