Abstract
The elders feel better and healthier when participating in activities and recognizing their ability to move and creating something. Implementing technology can benefit their lives and improve social interaction. This study develops the embodied interactive video games (EIVG) relying on embodied interactions, which are free from the fine motor skills like pointing, grasping etc. Four research objectives include (1) To evaluate the usability of the EIVG; (2) To evaluate the dependability of the EIVG; (3) To understand the flow experiences of the elders during game play; (4) To explore the relations between the usability, dependability, and the elders’ flow experiences. The results were discussed in three aspects. In terms of the usability and dependability of the game system, the elders were satisfied with the EIVG games due to the familiarity of the content and the ease of interaction. In terms of the flow experiences, the challenge of the games played an important role to the elders with high SES. In terms of the relations between usability, dependability, and flow experience, the usability and dependability were identified as critical factors for the elders to use computer technology due to the cognitive ageing.
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Hwang, MY., Hong, JC., Jong, JT., Lee, CK., Chang, HY. (2009). From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders’ Flow Experience. In: Chang, M., Kuo, R., Kinshuk, Chen, GD., Hirose, M. (eds) Learning by Playing. Game-based Education System Design and Development. Edutainment 2009. Lecture Notes in Computer Science, vol 5670. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03364-3_55
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