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 accessAbstract
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.
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“Participants also indicated a preference for games simulated in real-world environment and are related to sports and real-world activities (Pyae et al., 2016(Pyae et al., , 2017)).”
From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as Pyae et al., 2017
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“games that were too difficult at first use may reduce their motivation to keep playing (Pyae et al., 2017).”
From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as Pyae et al., 2017
In the citing paper
“Of the 16 articles remaining for inclusion, two articles were found to have used the same sample (or part thereof) and, hence, were considered as one study (Pyae et al., 2016(Pyae et al., , 2017)).”
From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as Pyae et al., 2017
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“One study specifically compared results between Western (Finnish) and Eastern (Japanese) cultures (Pyae et al., 2017) while four studies were conducted in an Eastern culture (Hong Kong, Korea, Singapore and Taiwan).”
From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as Pyae et al., 2017
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“With older participants, the study of Pyae and colleagues (2017) showed that older adults may perceive less challenging games as more enjoyable”
From User experience of mixed reality applications for healthy ageing: A systematic review (2023) · cites this paper as Pyae et al., 2017
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Citations
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Cited by
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Rica, R. L., Shimojo, G. L., Gomes, M. C. S. S., Alonso, A. C., Pitta, R. M., Rosa, F. A. S., Pontes, F. L., Ceschini, F. L., Gobbo, S., Bergamin, M., et al. (2020) · Geriatrics and gerontology international/Geriatrics & gerontology international · doi:10.1111/ggi.13857 · Cited by 72
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Cardona, J. A. S., Arango‐López, J., Vela, F. L. G., & Moreira, F. (2023) · Universal Access in the Information Society · doi:10.1007/s10209-023-00987-y · Cited by 24
Serious Gaming of Logistics Management in Pediatric Emergency Medicine
Zhang, C., Härenstam, K. P., Meijer, S., & Darwich, A. S. (2020) · International Journal of Serious Games · doi:10.17083/ijsg.v7i1.334 · Cited by 17
Player Experience Evaluation in Game-Based Systems for Older Adults
Cardona, J. A. S., Ceballos-Cardona, B., Paderewski, P., Vela, F. L. G., & Arango‐López, J. (2024) · Sensors · doi:10.3390/s24186121 · Cited by 12
Bilius, L.-B., Schipor, O.-A., & Vatavu, R.-D. (2024) · ACM International Conference on Interactive Media Experiences · doi:10.1145/3639701.3656327 · Cited by 11
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Godfrey, S. B., & Barresi, G. (2022) · Studies in computational intelligence · doi:10.1007/978-981-16-8488-3_18 · Cited by 9
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Ani, N. (2020) · International Journal of Scientific Research in Computer Science Engineering and Information Technology · doi:10.32628/cseit206469 · Cited by 8
User experience of mixed reality applications for healthy ageing: A systematic review
Lim, K. J., McGuckian, T. B., Cole, M. H., Duckworth, J., & Wilson, P. H. (2023) · Cyberpsychology: Journal of Psychosocial Research on Cyberspace · doi:10.5817/cp2023-4-5 · Cited by 5
“Of the 16 articles remaining for inclusion, two articles were found to have used the same sample (or part thereof) and, hence, were considered as one study (Pyae et al., 2016, 2017).”
BackgroundMethodResultInfluentialPyae, A. (2018) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3270316.3270607 · Cited by 5
Self-citationEvaluating a Serious Game for Math: Is it Useful and Fun?
Tondorf, D. F., Hounsell, M. D. S., & Pereira, V. A. (2025) · Journal on Interactive Systems · doi:10.5753/jis.2025.4656 · Cited by 4
Pyae, A. (2020) · UTUPub (University of Turku) · Cited by 2
Self-citationEthical design: a post-Lacanian ethnography of a serious healthcare game
Pignot, E., Joullié, J., & Gould, A. M. (2025) · Journal of Organizational Ethnography · doi:10.1108/joe-06-2025-0084 · Cited by 1
Interactive Beating Drum Unity Game
Hung, C., Ko, C.-L., & Chou, W.-H. (2023) · Proceedings of International Conference on Artificial Life and Robotics · doi:10.5954/icarob.2023.os4-1 · Cited by 1
Scoping the Potential Use of Serious Games for Public Engagement with Tree and Plant Health
Docherty, C. W. (2020) · Cited by 1
Gloria, A. D. (2017) · International Journal of Serious Games · doi:10.17083/ijsg.v4i4.226
Challenging Speech Training in Neurological Patients by Interactive Gaming
Ganzeboom, M. (2026) · Radboud University Press eBooks · doi:10.54195/9789465152097
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
- Publisher
- Serious Games Society
- 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
- diamond
- doi.org
- 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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