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Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review

机译:老年人的数字游戏可玩性和玩家经验:系统文献综述

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摘要

A higher number of people increasingly uses digital games. This growing interest in games, with different objectives, justifies the investigation of some aspects and concepts involved, such as product quality (game), usability, playability, and user or player experience, topics investigated by the multidisciplinary area called Human–Computer Interaction (HCI). Although the majority of users of these games are children and young people, an increasing number of older adults join technology and use different types of digital games. Several studies establish the increase in learning, socialization and exercise promotion, and cognitive and psychomotor skills improvement, all within the context of active and healthy aging. The objective of this work is to carry out a systematic literature review investigating the player experience of the elderly in digital games. The work allowed answering five research questions that were formulated. The evolution and maturity level of the research area are studied together with the research methods used. The factors that motivate adults to play were also analyzed; what are the recommended technical characteristics for games and some tools and metrics with which games are evaluated for older adults? Research gaps were detected in the area; there are not many specific studies on playability and player experience applied to the older adult, nor are there proven tools and metrics to evaluate them. Particular techniques for assessing and designing games focused on older adults are lacking, and quantitative studies that better identify the factors that affect the playability and experience of older adults in digital games.
机译:越来越多的人越来越多地使用数字游戏。这种对游戏的兴趣越来越多,具有不同的目标,证明了对所涉及的某些方面和概念的调查,例如产品质量(游戏),可用性,可玩性和用户或玩家体验,由多学科领域调查的主题,称为人机交互( HCI)。虽然这些游戏的大多数用户是儿童和年轻人,但越来越多的老年人加入技术并使用不同类型的数字游戏。几项研究建立了学习,社会化和运动促进,以及认知和精神运动技能改进的增加,所有这些都在积极和健康的老龄化的背景下。这项工作的目标是进行系统的文献综述调查数字游戏中老人的球员体验。该工作允许回答包含五个研究问题。研究领域的进化和成熟程度与所使用的研究方法一起研究。还分析了激励成年人的因素;游戏和一些工具和指标的推荐技术特征是什么?该地区检测到研究差距;对旧成年人的可玩性和球员经验没有许多具体研究,也没有验证的工具和指标可以评估它们。用于评估和设计专注于老年人的游戏的特殊技巧缺乏,并且量化研究更好地确定了影响数字游戏中老年人可玩性和经验的因素。

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