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Digital Game Aesthetics of the iStoppFalls Exergame

Marston, Hannah; Kroll, Michael; Fink, Dennis and Eichberg, Sabine (2014). Digital Game Aesthetics of the iStoppFalls Exergame. In: Schouten, B.; Fedtke, S.; Vosmeer, M. and Gekker, A. eds. Games for Health 2014. Wiesbaden: Springer Vieweg, pp. 89–100.

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The objective of this paper is to provide an overview of the iStoppFalls exergames, in association with digital game genres and aesthetics. This paper aims to present the links between game theory and the developed exergames presented in this paper, resulting in a series of proposed recommendations. Although there is a growing body of work associated to exergames and health rehabilitation there is little work focusing and identifying game theory and exergames. For the future development of exergames a series of proposed recommendations have been suggested to facilitate researchers, practitioners and participants in gaining further understanding of the use of exergames for health rehabilitation in particular, fall prevention. To the knowledge of the authors, the iStoppFalls is the first ambient assisted exercise program (AAEP) which utilizes 21st Century digital game technology with a primary focus on fall prevention.

Item Type: Book Section
Copyright Holders: 2014 Springer Fachmedien Wiesbad
ISBN: 3-658-07140-0, 978-3-658-07140-0
Project Funding Details:
Funded Project NameProject IDFunding Body
iStoppFalls287361EU FP7
iStoppFalls1038210Australian National Health and Medical Research Council (NHMRC)
Keywords: Digital Games; Theory; Aesthetics; Exergames; Design; Older adults; Fall risk
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS)
Item ID: 49317
Depositing User: Hannah Marston
Date Deposited: 09 May 2017 14:23
Last Modified: 02 May 2018 14:29
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