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Game-playing for active ageing and healthy lifestyles
Game-playing for active ageing and healthy lifestyles
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€109.99
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A01=Ana Isabel Veloso
A01=Liliana Vale Costa
accessibility in technology
Age Friendly Cities
Age Friendly Environment
Age Group_Uncategorized
Age Group_Uncategorized
Author_Ana Isabel Veloso
Author_Liliana Vale Costa
automatic-update
behavioral change models
Brain Training Games
Category1=Non-Fiction
Category=GTF
Category=KNXC
Category=UY
Clinical Health Psychology
cognitive stimulation games
Contextual Inquiry
COP=Denmark
Daily Life Activities
DDR
Delivery_Pre-order
digital health interventions
Digital Inclusion
eq_bestseller
eq_business-finance-law
eq_computing
eq_isMigrated=2
eq_nobargain
eq_non-fiction
Game Elements
Game Market
Game Thinking
Gameplay Experiences
Gamified App
gerontechnology
Human Computer Interaction Field
Illness Prevention
Intergenerational Learning
Language_English
PA=Temporarily unavailable
Personas
Price_€50 to €100
PS=Active
Random Assignment
Rehab
Senior Tourism
Silver Economy
Silver Market
Slow Tourism
softlaunch
technology adoption in older adults
UCD
user-centered design
Wellness Market
Product details
- ISBN 9788770224376
- Weight: 460g
- Dimensions: 156 x 234mm
- Publication Date: 30 Oct 2021
- Publisher: River Publishers
- Publication City/Country: DK
- Product Form: Hardback
- Language: English
Given the increase in the ageing population and the evolvement of the Human-Computer Interaction field to a much more humanistic approach, debate is ongoing about designing technology-enabled products for active ageing and healthy lifestyles. Indeed, the mainstream game industry has been challenged with the emergence of an older target group, the advancements in gamification and the proliferation of SMART devices.Previous experience in the field has revealed that for many older adult gamers, games had a therapeutic effect through them being both cognitively challenged and rewarded. However it has also revealed that the gaming industry was not fulfilling their other motivations and accessibility needs.Furthermore, research to date has focused on the physical and cognitive effects of video games in the aging process. Up to now, the use of other active ageing dimensions that go beyond the health domains (i.e. sense of security, and participation in society) in games addressed to this target group remain unexplored.This book differs from current books on the market by focusing on games and the main implications to design for active ageing in terms of the market perspective, the information and communication society, behavioral design, mobility, urban and city planning, accessibility and assessment.
Ana Isabel Veloso, Liliana Vale Costa
Game-playing for active ageing and healthy lifestyles
€109.99
