Abstract

AimsAlthough ambient assisted living (AAL) environments and serious games for healthcare have been proposed as solutions to meet the changing demographics, the two approaches are rarely combined. We present the development and empirical evaluation of two serious games for healthcare in AAL. The first uses a cooking scenario for training of cognitive functioning. The latter uses a gardening scenario and motion capture for training agility and endurance. As the frequent lack of social acceptance is a major challenge in consumer health technology, we integrated methods of technology acceptance research by means of the UTAUT2-model and intention to use into the evaluation.Subject and methodsWe developed both games utilizing user-centered and participatory design methods ranging from low-fidelity paper prototypes to usability and acceptance evaluations of functional prototypes. In the final evaluation, each game prototype was evaluated by 64 participants form different age groups.ResultsThe results show that although performance decreases with age, the performance attained in the games is not decisive for social acceptance measured as intention to use. However, user diversity factors shape the evaluation of the games, and older people and people with low technical competence are in danger of being excluded from using serious games for healthcare.ConclusionExercise games, if designed right, can mitigate the negative effects of demographic change. Nevertheless, user diversity needs must be considered to ensure that the games are usable and used by a broad audience. The article concludes with guidelines and open research questions for the design of serious games in AAL environments.

Highlights

  • The world’s changing demographics are a double-edged sword

  • New consumer health informatics (CHI) technologies are a solution to mitigate the negative consequences of the changing demographics

  • Ambient assistant living (AAL) and serious games for healthcare are both CHI techniques aimed at mitigating the negative effects of the demographic change

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Summary

Introduction

The world’s changing demographics are a double-edged sword. On the one hand, life expectancy is increasing through improvements in medicine, nutrition, and hygiene. Ambient assistant living (AAL) and serious games for healthcare are both CHI techniques aimed at mitigating the negative effects of the demographic change The former aims to increase the safety, comfort, and quality of life of residents by integrating technology into their living environment and to enable them to live autonomous and self-determined lives despite chronic illnesses (Kleinberger et al 2007). The latter combines the motivational character of games with serious goals to increase health awareness, stamina, body control, and memory or to support rehabilitation measures

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