TY - GEN
T1 - Research of Gamification Techniques and their Application in Digital Games for Older Adults
AU - Rienzo, Antonio
AU - Cubillos, Claudio
N1 - Publisher Copyright:
© 2019 IEEE.
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2019/11
Y1 - 2019/11
N2 - The concept of gamification has increased its importance in the field of research; and its main focus was in the area of education. It was considered appropriate to analyze the state of the art of gamification techniques in an increasingly relevant sector, such as older adults (whose number is growing); and where they can offer possibilities to improve the quality of life of these people, in terms of physical well-being, social inclusion and cognitive improvement. The article summarizes research on gamification and its potential application in digital games, and how these techniques can impact on the different life activities of older adults. It includes a systematic review of literature, which reveals trends and gaps in studies and proposals, on how gamified digital games, increase learning, promote socialization and exercise, and improve their cognitive and psychomotor skills; all within a context of active and healthy aging. The work developed can be subject to deeper evaluation and analysis, serving as a basis for further research work in the subject.
AB - The concept of gamification has increased its importance in the field of research; and its main focus was in the area of education. It was considered appropriate to analyze the state of the art of gamification techniques in an increasingly relevant sector, such as older adults (whose number is growing); and where they can offer possibilities to improve the quality of life of these people, in terms of physical well-being, social inclusion and cognitive improvement. The article summarizes research on gamification and its potential application in digital games, and how these techniques can impact on the different life activities of older adults. It includes a systematic review of literature, which reveals trends and gaps in studies and proposals, on how gamified digital games, increase learning, promote socialization and exercise, and improve their cognitive and psychomotor skills; all within a context of active and healthy aging. The work developed can be subject to deeper evaluation and analysis, serving as a basis for further research work in the subject.
KW - Gamification
KW - active ageing
KW - gamification techniques
KW - older adults
KW - serious games
UR - http://www.scopus.com/inward/record.url?scp=85081049415&partnerID=8YFLogxK
U2 - 10.1109/CHILECON47746.2019.8988019
DO - 10.1109/CHILECON47746.2019.8988019
M3 - Conference contribution
AN - SCOPUS:85081049415
T3 - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
BT - IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2019 IEEE CHILEAN Conference on Electrical, Electronics Engineering, Information and Communication Technologies, CHILECON 2019
Y2 - 13 November 2019 through 27 November 2019
ER -