Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging
Metadatos
Mostrar el registro completo del ítemAutor
Nacimiento‑García, Eduardo; González-González, Carina Soledad; Colombo Ruano, Lorena; Gutiérrez Vela, Francisco LuisEditorial
MDPI
Materia
gamification older adults active aging
Fecha
2024-11-24Referencia bibliográfica
Nacimiento García, E. et. al. Appl. Sci. 2024, 14, 10880. [https://doi.org/10.3390/app142310880]
Patrocinador
PERGAMEX ACTIVE project, Ref. RTI2018-096986- B-C32 and the PLEISAR-Social Ref. PID2022-136779OB-C33 funded by the Ministry of Science and Innovation, Spain; Canary Islands Agency for Research, Innovation, and Information Society of the Ministry of Economy, Knowledge and Employment and by the European Social Fund (ESF) Integrated Operational Program of the Canary Islands 2014–2020, Axis 3 Priority Topic 74 (85%)Resumen
With the global population of individuals aged 60 and above steadily increasing, the need
for effective and realistic solutions to promote healthy aging has become imperative. Leveraging
the potential of serious games, gamification, and immersive technologies, this study focuses on
developing and implementing a practical and tailored gamified platform to foster active aging in
older adults. This platform was designed to incorporate game elements such as points, badges, levels,
rankings, achievements, and immersive 360-degree images to provide a realistic and captivating
user experience. Six distinct games and challenges have been developed through an extensive and
iterative design process, each carefully calibrated to accommodate the aging population’s diverse
cognitive abilities and interests. By combining the engagement-enhancing features of gamification
with the immersive realism of 360-degree images, our platform offers a gamified and immersive
solution for older adults. The gamified experiences are enjoyable and directly target cognitive
functions, enhancing memory, attention, and problem-solving skills. The platform’s design has
been refined through user feedback and usability testing, ensuring its relevance and effectiveness in
real-life scenarios. The outcomes of this research shed light on a practical approach to active aging,
emphasizing the importance of incorporating gaming experiences to engage and stimulate older
adults. This study provides insights for the design and implementation of future interventions aimed
at promoting digital literacy and technological proficiency among older populations, ultimately
contributing to their active and fulfilling participation in the digital age.