Older adults’ motivations in game based systems: Heuristic definition and its connection with fun
Metadatos
Mostrar el registro completo del ítemEditorial
Elsevier
Materia
Older adults Motivations Game bases systems Player experience Learning Fun
Fecha
2023-06-09Referencia bibliográfica
J. Salazar-Cardona et al. Older adults’ motivations in game based systems: Heuristic definition and its connection with fun. Computers in Human Behavior Reports 11 (2023) 100304[https://doi.org/10.1016/j.chbr.2023.100304]
Patrocinador
MINCIENCIAS of government of Colombia; FCT – Fundaçao para a Ciencia e a Tecnologia, I.P. [Project UIDB/05105/2020Resumen
Efforts are currently being made to generate wellbeing in the elderly population in order to achieve a good
quality of life through the improvement of health, social interaction and psychological health. This is achieved,
in addition to other options, through the application of game-based systems, presenting positive results that have
been evidenced in several studies. These types of approaches are not only applied for entertainment and leisure,
but also for learning and generating positive feelings, as a means of escape from loneliness, isolation, health
improvement and support in daily life. Although these experiences are gradually being applied to the older adult
population, they have usually been oriented to a young population with different characteristics, needs and
motivations, where technological mastery is taken for granted. This makes an older adult feel limited when
initially interacting with this type of experiences, which prevents them from fully using and enjoying these
technological solutions. In this article, different motivational aspects that encourage older adults to use gamebased
systems (for learning, fun, health, etc.) were identified and characterized in order to increase the use of
this type of technologies, and to improve the design and evaluation of these experiences to obtain greater
enjoyment from the end users. These aspects were represented by a motivational model and then established as a
set of heuristics. These heuristics were evaluated by means of an expert judgment focused on the design of game
experiences, obtaining positive results for the use of these elements as guides in the design and construction of
Game-Based Systems oriented to older adults. This set of heuristics and their application were published in the
PL/PX web platform for detailed explanation, access and use by the academic community