Cited by 16Technology Use by Older AdultsEducational Games and GamificationPhysical Activity and Health

The DOI matches its Crossref record; 31 of the 31 references it cites were found in a registry or an index.

Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan

Open access

Abstract

Physical decline is associated with old age. Engagement in regular physical exercises can help elderly people improve their physical functionalities, as well as cognitive abilities. Among modern technologies, digital games have the potential to promote elderly people’s engagement in physical exercises through fun and enjoyable gameplay. Although commercial digital games show promise, most of them are not senior-friendly. The literature also suggests that more studies need to be undertaken to understand the usability and usefulness of digital games for elderly people. Hence, in this study, we designed and developed a digital game-based Skiing activity for elderly people. Then, we evaluated it with the Finnish and Japanese elderly participants in Finland and Japan to investigate their feedback towards the usability and usefulness of the game. The findings from both studies show that digital games are useful for promoting elderly people’s engagement in physical activities. While digital games are promising to be used as an alternative solution for promoting the Japanese elderly participant’s physical activities, the Finnish elderly participants recommend to use it when they don’t have access to non-digital physical exercises. The lessons learned from this study can help researchers and practitioners gain insights into game design and development for elderly people and their physical activities.

Overview

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Crossref · 10.17083/ijsg.v4i4.183

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31 of 31 references verified0 citation errors · 0 not checkable

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Metadata

Authors
Pyae, A., Joelsson, T., Saarenpää, T., Mika, L., Kattimeri, C., Pitkäkangas, P., Granholm, P., & Smed, J.
Affiliations
  • University of Turku (FI)
  • Turku University of Applied Sciences (FI)
Venue
International Journal of Serious Games
Published
2017-12-13
Volume
4
Issue
4
ISSN
2384-8766 (ISSN-L)
OpenAlex
W2782186888
Cited by
14
References
31
Citations by year
2025: 2 · 2024: 2 · 2023: 3 · 2022: 1 · 2020: 4 · 2018: 1 · 2017: 1
FWCI
4.27
Type
journal article
Language
en
Open access
Licence
cc-by-nc-nd
Locations
  • International Journal of Serious Games (publishedVersion, cc-by-nc-nd)
  • UTUPub (University of Turku) (submittedVersion)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
  • Figshare (submittedVersion, cc-by-nc-nd)
  • Swinburne figshare (Swinburne University of Technology) (submittedVersion, cc-by-nc-nd)
  • Swinburne figshare (Swinburne University of Technology)
Funders
Tekes
Topics
  • Health Sciences › Medicine › Geriatrics and Gerontology › Technology Use by Older Adults
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Medicine › Public Health, Environmental and Occupational Health › Physical Activity and Health
Keywords
usability evaluation, physical activity promotion, cross-cultural comparison, Finland, Japan

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