TY - GEN
T1 - Application of Game Therapy in the Health of Future Elderly
T2 - 22nd International Conference on Human Computer Interaction, HCII 2020
AU - Liu, Yuqi
AU - Tamura, Ryoichi
N1 - Funding Information:
Acknowledgments. The present work should give special acknowledgment to China Scholarship Council (CSC) for providing the funding support.
Publisher Copyright:
© 2020, Springer Nature Switzerland AG.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020
Y1 - 2020
N2 - Gameplay maintains a deep part of human nature, and there is no difference between young people and elderly group. With the unprecedent advance of Cloud Computing, The Internet of Things, Artificial Intelligence and sensing technology, different forms of digital games could benefit older adults in a variety of fields, including physical exercise, rehabilitation drill, entertainment, social interaction, emotional adjustment, knowledge and skills acquisition, etc. This study starts from the development trend and future market prospects of digital game for the elderly, analyzes the attributes and characteristics of older adults which may influence the game therapy developing process. Then, taking the characteristics analysis result into consideration, the essay divides the types of game therapy into four types, physical game therapy, psychological game therapy, cognitive game therapy and comprehensive game therapy. Furthermore, all the typical functions of these game therapy types have been clarified from the perspective of the elderly needs. What’s more, five levels hierarchy of how to construct elderly game therapy experience has been proposed, including strategy level, scope level, structure level, skeleton level and surface level. Last but not least, the paper has put forward six principles which should be followed during the development process of game therapy for older adults. This research provides new insights and creative solutions for the elderly healthcare industry, and explores how to use game therapy to improve their quality of life and wellbeing in old stage. It has deep impacts both for the game industry and pension industry.
AB - Gameplay maintains a deep part of human nature, and there is no difference between young people and elderly group. With the unprecedent advance of Cloud Computing, The Internet of Things, Artificial Intelligence and sensing technology, different forms of digital games could benefit older adults in a variety of fields, including physical exercise, rehabilitation drill, entertainment, social interaction, emotional adjustment, knowledge and skills acquisition, etc. This study starts from the development trend and future market prospects of digital game for the elderly, analyzes the attributes and characteristics of older adults which may influence the game therapy developing process. Then, taking the characteristics analysis result into consideration, the essay divides the types of game therapy into four types, physical game therapy, psychological game therapy, cognitive game therapy and comprehensive game therapy. Furthermore, all the typical functions of these game therapy types have been clarified from the perspective of the elderly needs. What’s more, five levels hierarchy of how to construct elderly game therapy experience has been proposed, including strategy level, scope level, structure level, skeleton level and surface level. Last but not least, the paper has put forward six principles which should be followed during the development process of game therapy for older adults. This research provides new insights and creative solutions for the elderly healthcare industry, and explores how to use game therapy to improve their quality of life and wellbeing in old stage. It has deep impacts both for the game industry and pension industry.
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U2 - 10.1007/978-3-030-60149-2_46
DO - 10.1007/978-3-030-60149-2_46
M3 - Conference contribution
AN - SCOPUS:85092161932
SN - 9783030601485
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 608
EP - 625
BT - HCI International 2020 – Late Breaking Papers
A2 - Stephanidis, Constantine
A2 - Antona, Margherita
A2 - Gao, Qin
A2 - Zhou, Jia
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 19 July 2020 through 24 July 2020
ER -