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Game-based IT solutions
for active & healthy aging
Fostering Independent & Healthy Living
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth
Overview
1. Who am I and why am I here?
2. Why do games for older adults matter?
3. How can games for older adults be designed?
4. Examples of recent game-based approaches at AIT
210.04.2014
3
AIT Austrian Institute of Technology
 BMVIT 50,46%
 Industry 49,54%
 ~ 1000 Employees
 Budget 40:30:30
 Budget: 120 Mio
Health
Areas of Application
410.04.2014
Prevention
 Lifestyle Management
 Health Prevention
Intervention
 Care Support
 Detection of Critical Situations
Therapy
 Therapy Support
Comfort Mobility
Smart
Homes
Mobility
Support
Mobility
Optimi-
zation
 Lifestyle Management
 Health Prevention
Data Analytics
Communication
Thematic Overview
5
Nutrition
Social
Interaction
Activity
Health
Safety
10.04.2014
Enabling independent and healthy aging
.. by promoting regular physical activity
 Reduce relative risk of death (20%-35%)
 Reduce risk / affects of chronic diseases
 cardiovascular diseases, diabetes mellitus, cancer,
osteoporosis, arthritis, etc.
 Reduce risk of physical decline
(accidents, falls, frailty, etc.)
 Reduce risk for decline in cognitive function, depression,
etc.
610.04.2014
Nutrition
Social
Interaction
Activity
Health
Safety
Challenges
 Good concepts and advanced technology are not sufficient
to ensure a high effectivety of the proposed interventions
 People tend to fall back to their previous (unhealthy)
behavior easily
 We need to ensure adherence over a long timeframe
710.04.2014
 We need to motivate the users to do the exercises and
maintain a healthy lifestyle
Motivational Strategies
 Intrinsic motivators
 Fun
 Excitement
 Curiosity
 Challenge
 Mastery
 Improvement
 Extrinsic motivators
 Social interaction
 Social status
(ranking, feedback, etc.)
 Achievements
 Progress
810.04.2014
Motivational
affordance
Psychological
outcomes
Behavioral
outcomes
Psychological model of self-regulation
1) Goals about what to accomplish
2) Self-monitoring of personal behavior and relation to goals
3) Feedback and information about progress
4) Self-evaluation about progress toward each goal
5) Corrective behavior to more effective movement towards
goals
910.04.2014
Support Strategies
 Serious Games
 games with a specific aim (education, training, etc.)
 Gamification
 application of game-based elements in non-game contexts
 Persuasion Strategies
 change attitudes or behaviors of the users through persuasion
and social influence
1010.04.2014
Challenges for ICT Applications for Health
 Keep user motivated over a long period
 Story-telling
 Integration in daily activities
 Shift focus
 Social networks / blended training
 Address a broad range of diverse users
 Self-adapting difficulty
 Provide a set of motivators and
adopt individually
 Provide feedback on execution
 Include people with limited or no
ICT experience
1110.04.2014
Common Preconceptions
 Older adults are just lacy.
 Older adults are afraid of computers.
 Older adults dont play (on the computer).
1210.04.2014
 Older adults are just lacy.
 Not more than you!
 Older adults are afraid of computers.
 Not if done right.
 Older adults dont play (on the computer).
 No, but different!
Do we need elderly games?
 No, but it helps!
1310.04.2014
Special Issues when Designing Games for Older Adults
 Motivation
 Users might be frustrated more quickly and stop playing
 Provide targeted feedback (reward/punishment) schedules
 Accessibility
 Provide enough time for interaction
 Adjust cognitive and physical load / demands according your
target group (learning, memory, movements, etc.)
 Provide the possibility to access a lower level again
 Risk prevention
 Prevent users from any foreseeable risk (falls, exhaustion)
1410.04.2014
Taxonomy of Games for Health
Physical Cognitive Social & Emotional
Health Health Health
1510.04.2014
Personal
Professional practice
Research
Public health
Preventive
Therapeutic
Assessment
Educational
Informatics
Opportunities of IT-based approaches
 Provide tailored behavioral strategies
 Combination of different intervention strategies
 Individual feedback on execution of exercises & progress made
 Integrate ubiquitous measurements to induce lifestyle changes
 Provide a virtual social network
 Provide a path from rehabilitation to independent lifestyle
1610.04.2014
SilverGame
Ern辰hrung
Soziale
Interaktion
Aktivit辰t
Gesundheit
Sicherheit
Goals
 Support social contact and interaction
 Stimulate human senses (cognition & emotion)
 Address common hobbies and passions
 Support stimulating game-based applications
 Build communities (interaction and communication)
 Integrate internet-based information and services
 Reduce isolation and bleakness
1810.04.2014
Module A:
Driving-
Simulator
Module B:
Virtual Chorus
find
new
friends
stimulate
senses
explore
new
interests
build
new
contacts
web-based content & services;
Chats, Blogs etc.
Audio- and Video-
Communication
Module C:
Dance-
& Fitness
Training
Multimedia
application
management
platform
19
Overview
FoSIBLE 
Fostering Social Interaction for a Better Life of Elderly
Nutrition
Social
Interaction
Activity
Health
Safety
Overview
 Goals
 Fostering social interaction
 Simplified access to new media
 Approach
 Smart-TV as central information hub
 Intelligent living-environment
 Multi-modal user-interface
Integration of Social- and Game Elements
2210.04.2014
Screenshots kindly provided by Kaasa Solutions
KIT-Aktiv  Active Lifestyle Management for Elderly
Ern辰hrung
Soziale
Interaktion
Aktivit辰t
Gesundheit
Sicherheit
Motivation
 Provide a service for activity support with very low costs per
user
 Brings together all age groups
 Establish a visible infrastructure in a community
 Provide a virtual platform for different activity groups
2410.04.2014
Approach
2510.04.2014
Grafenw旦rth
 6 cadastral subdivision
 Approx. 50km west of Vienna (Austria)
 Approx. 3000 inhabitant
 (Senior-) Citizen-Center SeneCura
2610.04.2014
 17 tracks from 1  21km
 8 fitness-poles
Fitness-Trails
2710.04.2014
Technical Concept
 RFID wristbands are used to register at each pole
 Information and data entry terminals at three semi-public
places
 View and print information about tracks, events, own
activities, etc.
 Enter health related data or measure body weight
 Read out external sensors (e.g. pedometer)
 Web-Interface for users, physician, care personal
 Integration of users using individual text messages (eMail,
SMS)
2810.04.2014
iStoppFalls  ICT-based System to Predict & Prevent Falls
Nutrition
Social
Interaction
Activity
Health
Safety
Motivation
 30% older than 65 fall at least once a year
 600 million people worldwide over 65
 2 billion people in 2050 (WHO)
 Costs 9 billion dollars annually in the US (Davis et al. 2010)
Falls are common
Remain important
4/10/2014 30
Fall Risk
Assessment
Strength Exercises
Exergames
Feedback
Fall Prevention
System Overview
KINECT
(motion sensing)
Senior Mobility
Monitor
(activity tracking)
PC
(Training, Games)
Set-Top Box
(Social Network,
Information))
Tablet
(Second Screen)
Balance Games
 Balance ability decline with aging
 Poor balance is associated with falls
 120 min./ week of balance training for fall prevention
(Sherrington et al. 2011)
iStoppFalls balance games aim to improve stability and train
muscle coordination by
(1) weight shifting
(2) knee bending and
(3) stepping
Skiing
344/10/2014
Skiing
 Task: Ski downhill through the gates
 Avatars movement controlled by
1. Leaning (left and right)
2. Knee bending
 Progression
 Increasing speed
 Including movements of arms (e.g. reaching)
 Adding a cognitive component (Dual-task)
354/10/2014
Skiing  Dual Task
 Player has to
 Memorize items
 Identify and recognize items
 Solve arithmetic challenges
364/10/2014
Bistro
374/10/2014
Bumblebee
384/10/2014
Strength Exercises
 Strength loss associated with falls
 Strength training recommended for fall prevention
(Sherrington et al. 2011)
iStoppFalls exercises aim to improve lower limb
muscle and ankle strength based on the Otago
Exercise program
Strength Exercises
1. Front knee strengthening
2. Back knee strengthening
3. Side hip strengthening
4. Calf raises
5. Toe raises
404/10/2014
Social Media Platform
 Connect to other participants
 Exchange messages
 Share results
 Form groups
Your Ingenious Partner!
Dr. Mario Drobics
Thematic Coordinator
Safety & Security Department
AIT Austrian Institute of Technology GmbH
mario.drobics@ait.ac.at
+43 50 550 4810
http://www.ait.ac.at/ehealth

More Related Content

Game-based IT solutions for active & healthy aging

  • 1. Game-based IT solutions for active & healthy aging Fostering Independent & Healthy Living Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth
  • 2. Overview 1. Who am I and why am I here? 2. Why do games for older adults matter? 3. How can games for older adults be designed? 4. Examples of recent game-based approaches at AIT 210.04.2014
  • 3. 3 AIT Austrian Institute of Technology BMVIT 50,46% Industry 49,54% ~ 1000 Employees Budget 40:30:30 Budget: 120 Mio
  • 4. Health Areas of Application 410.04.2014 Prevention Lifestyle Management Health Prevention Intervention Care Support Detection of Critical Situations Therapy Therapy Support Comfort Mobility Smart Homes Mobility Support Mobility Optimi- zation Lifestyle Management Health Prevention
  • 6. Enabling independent and healthy aging .. by promoting regular physical activity Reduce relative risk of death (20%-35%) Reduce risk / affects of chronic diseases cardiovascular diseases, diabetes mellitus, cancer, osteoporosis, arthritis, etc. Reduce risk of physical decline (accidents, falls, frailty, etc.) Reduce risk for decline in cognitive function, depression, etc. 610.04.2014 Nutrition Social Interaction Activity Health Safety
  • 7. Challenges Good concepts and advanced technology are not sufficient to ensure a high effectivety of the proposed interventions People tend to fall back to their previous (unhealthy) behavior easily We need to ensure adherence over a long timeframe 710.04.2014 We need to motivate the users to do the exercises and maintain a healthy lifestyle
  • 8. Motivational Strategies Intrinsic motivators Fun Excitement Curiosity Challenge Mastery Improvement Extrinsic motivators Social interaction Social status (ranking, feedback, etc.) Achievements Progress 810.04.2014 Motivational affordance Psychological outcomes Behavioral outcomes
  • 9. Psychological model of self-regulation 1) Goals about what to accomplish 2) Self-monitoring of personal behavior and relation to goals 3) Feedback and information about progress 4) Self-evaluation about progress toward each goal 5) Corrective behavior to more effective movement towards goals 910.04.2014
  • 10. Support Strategies Serious Games games with a specific aim (education, training, etc.) Gamification application of game-based elements in non-game contexts Persuasion Strategies change attitudes or behaviors of the users through persuasion and social influence 1010.04.2014
  • 11. Challenges for ICT Applications for Health Keep user motivated over a long period Story-telling Integration in daily activities Shift focus Social networks / blended training Address a broad range of diverse users Self-adapting difficulty Provide a set of motivators and adopt individually Provide feedback on execution Include people with limited or no ICT experience 1110.04.2014
  • 12. Common Preconceptions Older adults are just lacy. Older adults are afraid of computers. Older adults dont play (on the computer). 1210.04.2014 Older adults are just lacy. Not more than you! Older adults are afraid of computers. Not if done right. Older adults dont play (on the computer). No, but different!
  • 13. Do we need elderly games? No, but it helps! 1310.04.2014
  • 14. Special Issues when Designing Games for Older Adults Motivation Users might be frustrated more quickly and stop playing Provide targeted feedback (reward/punishment) schedules Accessibility Provide enough time for interaction Adjust cognitive and physical load / demands according your target group (learning, memory, movements, etc.) Provide the possibility to access a lower level again Risk prevention Prevent users from any foreseeable risk (falls, exhaustion) 1410.04.2014
  • 15. Taxonomy of Games for Health Physical Cognitive Social & Emotional Health Health Health 1510.04.2014 Personal Professional practice Research Public health Preventive Therapeutic Assessment Educational Informatics
  • 16. Opportunities of IT-based approaches Provide tailored behavioral strategies Combination of different intervention strategies Individual feedback on execution of exercises & progress made Integrate ubiquitous measurements to induce lifestyle changes Provide a virtual social network Provide a path from rehabilitation to independent lifestyle 1610.04.2014
  • 18. Goals Support social contact and interaction Stimulate human senses (cognition & emotion) Address common hobbies and passions Support stimulating game-based applications Build communities (interaction and communication) Integrate internet-based information and services Reduce isolation and bleakness 1810.04.2014
  • 19. Module A: Driving- Simulator Module B: Virtual Chorus find new friends stimulate senses explore new interests build new contacts web-based content & services; Chats, Blogs etc. Audio- and Video- Communication Module C: Dance- & Fitness Training Multimedia application management platform 19 Overview
  • 20. FoSIBLE Fostering Social Interaction for a Better Life of Elderly Nutrition Social Interaction Activity Health Safety
  • 21. Overview Goals Fostering social interaction Simplified access to new media Approach Smart-TV as central information hub Intelligent living-environment Multi-modal user-interface
  • 22. Integration of Social- and Game Elements 2210.04.2014 Screenshots kindly provided by Kaasa Solutions
  • 23. KIT-Aktiv Active Lifestyle Management for Elderly Ern辰hrung Soziale Interaktion Aktivit辰t Gesundheit Sicherheit
  • 24. Motivation Provide a service for activity support with very low costs per user Brings together all age groups Establish a visible infrastructure in a community Provide a virtual platform for different activity groups 2410.04.2014
  • 26. Grafenw旦rth 6 cadastral subdivision Approx. 50km west of Vienna (Austria) Approx. 3000 inhabitant (Senior-) Citizen-Center SeneCura 2610.04.2014
  • 27. 17 tracks from 1 21km 8 fitness-poles Fitness-Trails 2710.04.2014
  • 28. Technical Concept RFID wristbands are used to register at each pole Information and data entry terminals at three semi-public places View and print information about tracks, events, own activities, etc. Enter health related data or measure body weight Read out external sensors (e.g. pedometer) Web-Interface for users, physician, care personal Integration of users using individual text messages (eMail, SMS) 2810.04.2014
  • 29. iStoppFalls ICT-based System to Predict & Prevent Falls Nutrition Social Interaction Activity Health Safety
  • 30. Motivation 30% older than 65 fall at least once a year 600 million people worldwide over 65 2 billion people in 2050 (WHO) Costs 9 billion dollars annually in the US (Davis et al. 2010) Falls are common Remain important 4/10/2014 30
  • 32. System Overview KINECT (motion sensing) Senior Mobility Monitor (activity tracking) PC (Training, Games) Set-Top Box (Social Network, Information)) Tablet (Second Screen)
  • 33. Balance Games Balance ability decline with aging Poor balance is associated with falls 120 min./ week of balance training for fall prevention (Sherrington et al. 2011) iStoppFalls balance games aim to improve stability and train muscle coordination by (1) weight shifting (2) knee bending and (3) stepping
  • 35. Skiing Task: Ski downhill through the gates Avatars movement controlled by 1. Leaning (left and right) 2. Knee bending Progression Increasing speed Including movements of arms (e.g. reaching) Adding a cognitive component (Dual-task) 354/10/2014
  • 36. Skiing Dual Task Player has to Memorize items Identify and recognize items Solve arithmetic challenges 364/10/2014
  • 39. Strength Exercises Strength loss associated with falls Strength training recommended for fall prevention (Sherrington et al. 2011) iStoppFalls exercises aim to improve lower limb muscle and ankle strength based on the Otago Exercise program
  • 40. Strength Exercises 1. Front knee strengthening 2. Back knee strengthening 3. Side hip strengthening 4. Calf raises 5. Toe raises 404/10/2014
  • 41. Social Media Platform Connect to other participants Exchange messages Share results Form groups
  • 42. Your Ingenious Partner! Dr. Mario Drobics Thematic Coordinator Safety & Security Department AIT Austrian Institute of Technology GmbH mario.drobics@ait.ac.at +43 50 550 4810 http://www.ait.ac.at/ehealth