At the GameDays 2014 conference at TU Darmstadt, Germany, Mario Drobics, Thematic Coordinator "Health Information Systems" at AIT Safety & Security Department, gave a keynote about game-based IT solutions for active & healthy aging.
Game-based approaches can be used to support traditional intervention schemes which enable older adults in staying active & healthy for a longer time. These techniques are especially useful as they improve the motivation of the users and thus help to improve the effectiveness of the intervention. TV-based games are often oriented along traditional video games. External sensors like video cameras can be incorporated to provide direct feedback on the activities of the user. This information can also be utilized to reassess the status of the user and monitor his/her training progress. Mobile devices and the large range of available body worn sensors offer the opportunity to design games around daily and outdoor activities. By adding a social level to the games, competition and group efforts can be initiated, giving further motivation to reach a certain goal.
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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
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