Abstract
Daily physical activitiesmay slowdown the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments the perceived usability of the video games as well as their dependability and flow experiences on this platform.. Thirty elders constituted the sample for this study. Based on interviews and observations, this study found that the usability and dependability of this platformwere high. Flowexperiences occurred depending on the prior knowledge and interactive modules of the games.
| Original language | English |
|---|---|
| Pages (from-to) | 715-731 |
| Number of pages | 17 |
| Journal | Educational Gerontology |
| Volume | 37 |
| Issue number | 8 |
| DOIs | |
| Publication status | Published - 2011 Aug |
ASJC Scopus subject areas
- Education
- Geriatrics and Gerontology
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