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Wearable Physical Activity Tracking Systems for Older Adults—A Systematic Review

Dimitri Vargemidis, Kathrin Gerling, Katta Spiel, Vero Vanden Abeele, Luc Geurts
2020 ACM Transactions on Computing for Healthcare  
Physical activity (PA) positively impacts the quality of life of older adults, with technology as a promising factor in maintaining motivation.  ...  Moreover, systems are often narrowly limited to walking, although older adults may enjoy a broader range of activities.  ...  Fitness Effects on the Cognitive Function of Older Adults: A Meta-Analytic Study.  ... 
doi:10.1145/3402523 fatcat:zkfqzw2pqngehkf5u4vzeud2t4

A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges

Nooralisa Mohd Tuah, Fatimah Ahmedy, Abdullah Gani, Lionelson Norbert Yong
2021 Information  
However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature.  ...  A classification of rehabilitation gamification is developed based on the rehabilitation gamifying requirements and the gamification characteristics that are commonly applied in rehabilitation applications  ...  Evaluating a stepping game for older adults Addressing balance control issues to older adults.  ... 
doi:10.3390/info12020091 fatcat:nxxh5vf3ijdore2q327uofvnue

Caregiverspro-Mmd Project: Customization Guidance Document - First Version

I. Paliokas, K. Votis, K. Glykos, L. Makris, S. Segkouli, D. Tzovaras, C. Barrué, F. Tetard, Rafa De Bofarull, K. Paulson, P. Zafeiridi, E. Wolverson (+6 others)
2017 Zenodo  
) of the CAREGIVERSPRO-MMD platform.  ...  This deliverable is the first version of the Customisation Guidance Document (D2.2) which present activities and progress made on gamification (T2.2), personalisation (T2.4) and interface adaptation (T2.5  ...  Medication management capacity in highly functioning community-living older adults: detection of early deficits.  ... 
doi:10.5281/zenodo.825996 fatcat:pr4zfelngfbgzbor7ebhgooqtm

"Guilty of Talking Too Much": How Psychotherapists Gamify Therapy

Elina Tochilnikova, Amrit Patnaik, Ghada Alsebayel, Uttkarsh Narayan, Andrew Coeytaux, Valeria Ramdin, Miso Kim, Casper Harteveld
2022 CHI Conference on Human Factors in Computing Systems  
Traditionally, game designers have driven the development process of psychotherapeutic games with psychotherapists playing a consultant role.  ...  We analyze the resulting six prototypes from a game design and psychotherapy perspective.  ...  Various forms of gamified therapy have been explored already, for a wide variety of users, including children, adolescents, and older adults [46, 119] .  ... 
doi:10.1145/3491102.3517437 fatcat:kxgu2ghhqvegfoodbtbmicjqsm

Promising technological innovations in cognitive training to treat eating-related behavior

Evan M. Forman, Stephanie P. Goldstein, Daniel Flack, Brittney C. Evans, Stephanie M. Manasse, Cara Dochat
2018 Appetite  
(EF; a set of cognitive control processes such as inhibitory control, working memory, set shifting, that govern goal-directed behaviors).  ...  An increasing body of work suggests that EF and AB training programs improve regulation of appetitive behaviors, especially if trainings are frequent and sustained.  ...  , including assessment of planning difficulties in older adults, impairments in activities of daily living (ADLs), and executive functioning deficits post-stroke (Laver, George, Thomas, Deutsch, & Crotty  ... 
doi:10.1016/j.appet.2017.04.011 pmid:28414042 pmcid:PMC5641227 fatcat:rnvq3srtuzge3hlx7kdde2fkvm

Gender and Age Differences in Preferences on Game Elements and Platforms

Carina S. González-González, Pedro A. Toledo-Delgado, Vanesa Muñoz-Cruz, Joan Arnedo-Moreno
2022 Sensors  
Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications.  ...  The study is based on a survey and provides findings from the literature review and empirical insights about users' differences and preferences regarding game elements.  ...  in terms of age differences, decreasing in older adults.  ... 
doi:10.3390/s22093567 pmid:35591266 fatcat:hlqvysh24vhj7lxgloklc6qbc4

The VPL option for adults in Switzerland. Support on the pathway to a formal vocational qualification

Deli Salini, Patrizia Salzmann
2020 Zenodo  
The VPL Biennale is a global conference series about systems and practices of Validation of Prior Learning-(VPL) for lifelong learning, working and living.  ...  This concept is based on the idea of a two-yearly manifestation and congress on proceedings and state of the art in VPL practices, knowledge base, instruments and methodologies, best practices and implementation-strategies  ...  of competences (optional study paths) as a future professional in the gaming industry.  ... 
doi:10.5281/zenodo.5771727 fatcat:vm4e6obxgjclnp6wj2ai4xdpli

Identification of educational and psychological feature methods [article]

Ulrik Kihlbom, Cathy Anne Pinto, Elisabeth Furberg, Åsa Grauman, Jorien Veldwijk, Selena Russo, Dario Monzani, Gabriella Prevattoni, Geert Vanderstichele
2021 Zenodo  
Once the literature review of psychological variables and educational tools was completed, motivational factors for selecting psychological constructs to measure and educational components of a preference  ...  The first step in WP2.5 was to perform a review in each of the 3 areas of interest.  ...  Patient preference studies in health, as compared to other research field applications, include risk-information almost by definition.  ... 
doi:10.5281/zenodo.5750153 fatcat:dnezbcguznfk7l4toostcr3aui

Proceedings of Designing Self-care for Everyday Life. Workshop in conjunction with NordiCHI 2014, 27th October

Nervo Verdezoto, Francisco Nunes, Erik Grönvall, Geraldine Fitzpatrick, Cristiano Storni, Morten Kyng
2014 DAIMI Report Series  
Last, we all engaged in a broader discussion with a mapping exercise of issues and challenges in relation to self-care.  ...  In the afternoon, we engaged in a<br />participatory design exercise focused on the self-care of Parkinson's disease.  ...  We are also grateful for the constructive feedback from the anonymous reviewers of our workshop paper, which helped us to get at least a little bit further in reflecting about our on-going research work  ... 
doi:10.7146/dpb.v41i597.20665 fatcat:x7rv36hfczdcfenlblleq7dp34

Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles

Teemu H. Laine, Renny S.N. Lindberg
2020 IEEE Transactions on Learning Technologies  
Moreover, this article is the first step toward the creation of a unified gamification framework.  ...  In this article, we conducted a systematic literature review that yielded two major contributions: 1) a taxonomy of 56 game motivators in 14 classes; and 2) a taxonomy of 54 educational game design principles  ...  Furthermore, the authors investigated how user/player classification taxonomies could be used to tailor games for older adults.  ... 
doi:10.1109/tlt.2020.3018503 fatcat:7yantadmlna7nadilmmt3jixwq

Validity Threats in Quantitative Data Collection With Games: A Narrative Survey

David Gundry, Sebastian Deterding
2018 Simulation & Gaming  
We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristic validity  ...  The wealth of potential validity threats in game-based research is met by a dearth of systematic methodological studies, leading us to outline several future research directions.  ...  ) favor, biasing the study toward that condition."  ... 
doi:10.1177/1046878118805515 fatcat:fmrq2n77rzh67agwddnkg2khvu

Healthcare Recommendations from the Personalised ICT Supported Service for Independent Living and Active Ageing (PERSSILAA) Study

Rónán O'Caoimh, D. William Molloy, Carol Fitzgerald, Lex Van Velsen, Miriam Cabrita, Mohammad Hossein Nassabi, Frederiek de Vette, Marit Dekker-van Weering, Stephanie Jansen-Kosterink, Wander Kenter, Sanne Frazer, Amélia P. Rauter (+17 others)
2017 Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health  
The project produced 42 recommendations across clinical (screening, monitoring and managing of pre-frail older adults) technical (ICT-based innovations) and societal (health literacy in older adults, guidance  ...  In the face of demographic ageing European healthcare providers and policy makers are recognising an increasing prevalence of frail, community-dwelling older adults, prone to adverse healthcare outcomes  ...  Specifically , the authors thank -all older adults who joined the project: for Italy this includes residents from the Confalone, Pilar, Rogazionisti and Santa Maria della Salute communities; for the Netherlands  ... 
doi:10.5220/0006331800910103 dblp:conf/ict4ageingwell/OCaoimhMFVCNVWJ17 fatcat:xlss53ugd5ds5dqujh6kqdfgxi

An Immersive VR Platform for Assessing Spatial Navigation Memory in pre-dementia Screening: A Study of Feasibility and Usability (Preprint)

Kiran Ijaz, Naseem Ahmadpour, Sharon Naismith, Rafael Calvo
2019 JMIR Mental Health  
This study aimed to design and evaluate the feasibility of an immersive VR platform to assess spatial navigation memory in older adults and establish its compatibility by comparing the outcome to a standard  ...  In a pilot study with healthy older adults (N=42; mean age 73.22 years, SD 9.26), a landmark recall test was conducted, and assessment on the VR-CogAssess was compared against a standard PC (SPC) setup  ...  Acknowledgments The authors would like to acknowledge the support of staff at Dougherty community center for providing us facilities to conduct this research: M Johan Alibasa (access to Android app and  ... 
doi:10.2196/13887 pmid:31482851 pmcid:PMC6751096 fatcat:epn5hhvklbe37aa6drno4fltpe

Adaptation of Gaming Features for Motivating Learners

Baptiste Monterrat, Élise Lavoué, Sébastien George
2017 Simulation & Gaming  
We propose an approach that aims to predict to which game mechanics a user is responsive, and to adapt the gaming features of the system according to this information. Methodology.  ...  Gamification of learning environments is a recent approach used to enhance learners' motivation and participation. Aim.  ...  The design of the gaming features may also have had an impact on the results of the study. The features were not tailored for a specific kind of participants.  ... 
doi:10.1177/1046878117712632 fatcat:gudqg7rc3zdfnety22ilhcgnzi

Practitioner review: Co‐design of digital mental health technologies with children and young people

Rhys Bevan Jones, Paul Stallard, Sharifah Shameem Agha, Simon Rice, Aliza Werner‐Seidler, Karolina Stasiak, Jason Kahn, Sharon A. Simpson, Mario Alvarez‐Jimenez, Frances Rice, Rhiannon Evans, Sally Merry
2020 Journal of Child Psychology and Psychiatry and Allied Disciplines  
We supplemented this with case studies and methods reported by researchers working in the field.  ...  Co-design is a process of active involvement of stakeholders, requiring a change from the traditional approaches to intervention development.  ...  S.M. and K.S. stand to gain financially from any commercialisation of SPARX. J.K. is a co-founder of Neuromotion Labs, which developed/ commercialised Mightier.  ... 
doi:10.1111/jcpp.13258 pmid:32572961 pmcid:PMC7611975 fatcat:zgqbq7bcfbb77flzafcv4vsqme
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