Gamifying elderly care: Feasibility of a digital gaming solution for active aging
Digital Health
DOI:
10.4103/digm.digm_43_16
Publication Date:
2017-03-01T05:13:13Z
AUTHORS (4)
ABSTRACT
ABSTRACT Background and Objectives: Aging society is a social health issue that digital gaming solutions can address by enabling both infrastructures as advanced environments for care patients active people in their aging. Cost-effective patient management may be emphasized thanks to the communication protocols allow remote monitoring intervention medical professionals. Services elderly depend on behavior lifestyle toward personal management. Digital games could increase seniors' engagement motivation. However, few studies have looked at acceptance of elderly. The study here presented aims evaluate feasibility rehabilitation platform. Materials Methods: In Singapore, fifty practiced 30-min sessions evaluated experience with new tool based game scenarios rehabilitation. Results: Results are discussed light Davis' Technology Acceptance Model, highlighting mainly good perceived usefulness service. Conclusions: This preliminary encouraging spread old patients.
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