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Games for health in the home: gaming and older adults in the digital age of healthcare

Hall, Amanda K and Marston, Hannah R. (2014). Games for health in the home: gaming and older adults in the digital age of healthcare. In: van Hoof, Joost; Demiris, George and Wouters, Eveline J. M. eds. Handbook of Smart Homes, Health Care and Well-Being. Cham: Springer.

DOI (Digital Object Identifier) Link: https://doi.org/10.1007/978-3-319-01904-8_55-1
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Abstract

This chapter provides an overview of current research on digital health games and health benefits derived from game play in the home setting by an older adult population. Initially, this chapter presents the current problems of an aging population and a series of gaming trends, game genres, and technology used by older adults are described. This chapter further ascertains previous works, primarily reviews (narrative and systematic), to establish the current stance of utilizing digital games for health among older adults and assesses quality-of-life benefits. Aggregated recommendations across all the reviewed studies are listed and a comprehensive standard digital health game classification system is proposed. Games for health taxonomy and respective technologies are described, in particular the nature of engagement by users. Finally, recommendations for future research on games for health in the home are provided.

Item Type: Book Section
Copyright Holders: 2014 Springer International Publishing Switzerland
ISBN: 3-319-01904-X, 978-3-319-01904-8
Extra Information: 9 pp.
Keywords: games for health; exergames; video games; gaming; older adults; rehabilitation; digital health
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS)
Item ID: 42186
Depositing User: Hannah Marston
Date Deposited: 06 Mar 2015 10:14
Last Modified: 19 Dec 2017 10:32
URI: http://oro.open.ac.uk/id/eprint/42186
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