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Affective Game Planning for Assistive ICTs—A Quanti-tative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping
Najmeh Khalili-Mahani;
Bob De Schutter
ABSTRACT
Digital games are increasingly promoted as beneficial assistive care technologies for older adults, with particular attention to designing them into health-related information and communication technologies (ICT). However, the unfamiliarity of many older adults with ICTs poses a challenge, making human-machine interactions stressful, game learning slow and game retention low. Quantitative and clinical studies focus on evaluation of cognitive, emo-tional and physical benefits, concur with qualitative studies that user experience and perceptual factors about the meaning and benefits influence the motivation for game playing in older adults, but scientists and designers do not have a shared framework to evaluate and systematically document the game playing experience, and predict its potential harm or benefit to health. Based on a well-tested theoretical model of appraisal and stress, we propose a quantitative ap-proach that can provide documentable and objective iterative data in the me-chanics, dynamics, aesthetics (MDA) game design cycle.
Citation
Please cite as:
Khalili-Mahani N, De Schutter B
Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping