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.

DOI: https://doi.org/10.1007/978-3-658-07141-7_12

Abstract

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.

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About

  • Item ORO ID
  • 49317
  • Item Type
  • Book Section
  • 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 or School
  • Faculty of Wellbeing, Education and Language Studies (WELS)
  • Copyright Holders
  • © 2014 Springer Fachmedien Wiesbad
  • Depositing User
  • Hannah Marston

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