Jogos Digitais para Idosos – uma experiência de ensino
DOI:
https://doi.org/10.5281/zenodo.11494941Resumo
Esse artigo descreve a experiência de aprendizado e interação com os jogos desenvolvidos pelo Prof. Dr. Kaufman para o programa AGEWELL do Canadá. Os jogos de paciência e jogo da velha foram adaptados para o português possibilitando a aplicação no Brasil. Os primeiros resultados coletados de um piloto apontam concordância com os resultados levantados no Canadá, os quais sugerem um maior entrosamento dos participantes e aprendizado através dos questionários embutidos nos jogos. Esse artigo apresenta ainda alguns requisitos para ambientes de jogos voltados especificamente para usuários idosos. Os resultados sugerem que o engajamento dos idosos é maior quando as interfaces com os jogos apresentam menos elementos intermediários, preferindo atividades que permitem o movimento do corpo ou interação direta com o jogo através de telas de toque ou sensores de movimento. Esses dados são exemplificados nos jogos apresentados.
Downloads
Referências
AWADA, I.A. AND MOCANU, I. AND FLOREA, A.M. AND RUSU, L. AND ARBA, R. AND CRAMARIUC, B. 2017. Enhancing the physical activity of older adults based on user profiles. In: Networking in Education and
Research [RoEduNet], 2017 16th RoEduNet Conference. IEEE. p. 1-6.
EICHNER, S., 2013. Agency and Media Reception: Experiencing Video Games, Film, and Television. Potsdam, Germany: Springer VS.
KAUFMAN, D., 2017a. Enhancing older adults’ social connectedness through digital games. Gerontology & Geriatric Studies, 1(1). Retrieved from http://crimsonpublishers.com/ggs/pdf/GGS.000504. pdf
KAUFMAN, D., 2017b. The promise of digital games for older adults. Open Access Journal of Gerontology and Geriatric Medicine, 1(5). Retrieved from https://juniperpublishers.com/oajggm/pdf/OAJG GM.MS.ID.555572.pdf
KONST ANTINIDIS, E.I. AND GRIGORIADOU, E. AND SIDIROPOULOS, S. AND FASNAKI, S. AND BAMIDIS, P.D., 2012. Affective computing on elderly physical and cognitive training within live social networks. In: Hellenic Conference on Artificial Intelligence. Springer, Berlin, Heidelberg, 2012. p. 339-344.
KOSTAKI, C. AND GOUMOPOULOS, C., 2016. Development and evaluation of an exergaming application for improving seniors' well-being. In: Proceedings of the 20th Pan-Hellenic Conference on Informatics. ACM, 2016. p. 27.
LEE C. AND CHAN, S.W. AND GUY, S., 2017. Socially- enhanced variants of mobile bingo game: Towards personalized cognitive and social engagement among seniors. In: Soft Computing, Intelligent System and Information Technology [ICSIIT], International Conference on. IEEE, 2017. p. 297-302.
LIN, H. AND HOU, J. AND YU, H. AND SHEN, Z. AND MIAO, C., 2015. An Agent-based Game Platform for Exercising People's Prospective Memory. In: Web Intelligence and Intelligent Agent Technology [WI-IAT], 2015 IEEE/WIC/ACM International Conference on. IEEE, 2015. p. 235-236.PYAE, Aung; LUIMULA, Mika; SMED, Jouni. Investigating the usability of interactive physical activity games for elderly: A pilot study. In: Cognitive Infocommunications [CogInfoCom], 2015 6th IEEE International Conference on. IEEE, p. 185-193.
MADEIRA, R.N. AND POSTOLACHE, O. AND CORREIA, N. 2011. Gaming for therapy in a healthcare smart ambient. In: International Joint Conference on Ambient Intelligence. Springer, Berlin, Heidelberg, 2011. p. 224-228.
MERILAMPI, S. AND KOIVISTO, A. AND VIRKKI, J. 2018. Activation game for older adults—Development and initial user experiences. In: 2018 IEEE 6thInternational Conference on Serious Games and Applications for Health [SeGAH]. IEEE.
MERILAMPI, S. AND KOIVISTO, A. AND SIRKKA, A. AND RAUMONEN, P. AND VIRKKI, J. AND XIAO, X. AND MIN, Y. AND YE, L. AND CHUJUN, X. AND CHEN, J. 2017. The cognitive mobile games for older adults-a Chinese user experience study. In: Serious Games and Applications for Health [SeGAH], IEEE 5th International Conference on. IEEE, p. 1-6.
MEZA-KUBO, V. AND MORÁN, A.L., 2013. UCSA: a design framework for usable cognitive systems for the worried-well. Personal and ubiquitous computing, v. 17, n. 6, p. 1135-1145.
MORÁN, A.L. AND RAMÍREZ-FERNÁNDEZ, C. AND MEZA-KUBO, V. AND ORIHUELA-ESPINA, F. AND GARCÍA-CANSECO, E. AND GRIMALDO,A.I. AND SUCAR, E., 2015. On the effect of previous technological experience on the usability of a virtual rehabilitation tool for the physical activation and cognitive stimulation of elders. Journal of medical systems, v. 39, n. 9, p. 104.
MURRAY, J., 2011. Afordances of the medium. In: MURRAY, J. Inventing the Medium Principles of Interaction Design as a Cultural Practice. Cambridge: MIT Press. p. 56-92.
NIKSIRAT, K. AND SILPASUWANCHAI, C. AND REN, X. AND WANG, Z. 2017. Towards Cognitive Enhancement of the Elderly: A UX Study of a Multitasking Motion Video Game. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2017.
PYAE, A. AND LIUKKONEN, T.N. AND MIKA, L. AND KATTIMERI, C. AND SMED, J., 2017. Investigating the Finnish elderly people’s user experiences in playing digital game-based skiing exercise: A usability study. Gerontechnology, v. 16, n. 2, p. 65-80.
SCHROETER, C. AND MUELLER, S. AND VOLKHARDT, M. AND EINHORN, E. AND HUIJNEN, C. AND HEUVEL, H.V.D. AND BERLO, A.V. AND BLEY, A. AND GROSS, H.M., 2013. Realization and user evaluation of a companion robot for people with mild cognitive impairments. In: Robotics and Automation [ICRA], 2013 IEEE International Conference on. IEEE, p. 1153-1159.
SCHWENK, M. AND GREWAL, G.S. AND HONARVAR, B. AND SCHWENK, S. AND MOHLER, J. AND KHALSA, D.S. AND NAJAFI, B., 2014. Interactive balance training integrating sensor-based visual feedback of movement performance: a pilot study in older adults. Journal of neuroengineering and rehabilitation, v. 11, n. 1, p. 164.
SEAH, E. T.-W., KAUFMAN, D., SAUVÉ, L., & ZHANG, F., 2017. Play, learn, connect: Older adults’ experience with a multiplayer, educational, digital Bingo game. Journal of Educational Computing Research. Published online doi:10.1177/0735633117722329 August 10.
TONG, T. AND CHIGNELL, M., 2013. Designing game- based cognitive assessments for elderly adults. In: Proceedings of the First International Conference on Gameful design, research, and applications. ACM, 2013. p. 127-130.
TONG, T. AND CHIGNELL, M., 2014. Developing a serious game for cognitive assessment: choosing settings and measuring performance. In: Proceedings of the second international symposium of Chinese CHI. ACM, p. 70-79.
VASCONCELOS, A. AND SILVA, P.A. AND CASEIRO, J. AND NUNES, F. AND TEIXEIRA, L.F., 2012. Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform. In: Proceedings of the 4th International Conference on Fun and Games. ACM, p. 1-10.