Creating an adaptive gamified online service for older adults
Creating an adaptive gamified online service for older adults
批准号:
463454-2014
负责人:
Nacke, Lennart
金额:
$1.82万
依托单位国家:
加拿大
项目类别:
Engage Grants Program
财政年份:
2014
资助国家:
加拿大
项目状态:
已结题
起止时间:
2014-01-01 至 2015-12-31
中文摘要
上了年纪的成年人可能不愿意参加健身活动,因为他们年龄越来越大,这往往导致缺乏锻炼的动力,并可能导致久坐不动的生活方式。研究强调了视频游戏技术作为一种媒介的积极方面,以减轻老龄化的挑战,并为50至70岁的成年人提供更多的健身激励。这家名为Vintage Fitness的公司旨在通过游戏化的在线技术吸引老年人,以维持他们保持健康和健康生活方式的动力。老年人可能会感到缺乏动力,对技术感到困惑,对当今复杂的健身产品(例如Nike+,Runkeeper,Fitocracy等)不确定,尤其是在线产品。重要的是,这些产品要适应老年人的具体需求,让他们参与进来,并在使用技术时降低进入门槛。该公司正在寻求UOIT研究团队的专业知识,以建立基础游戏技术和为老年人提供在线游戏化在线健身服务。该提案概述了开发自适应游戏化网络服务的必要性,该服务解释老年人的生理和在线用户活动数据,通过数据记录建立交互式社区,并建立身体活动和在线存在之间的参数关系。 这种专门的游戏化服务将是第一次通过将身体健康和在线存在相互关联的科学研究来解决老年人的动机问题。这可以为动机游戏技术的研究带来新的见解,并为公司提供研究价值。
英文摘要
Aging adults can become reluctant to engage in fitness activity because they are getting older, which often contributes to a lack of motivation to exercise and can lead to a sedentary lifestyle. Research emphasizes the positive aspects of video game technology as a medium to mitigate the challenges of aging and provide more incentives for fitness for people in the age group of 50 to 70 year-old adults. The company, Vintage Fitness, aims to engage older adults through gamified online technology to sustain their motivation of maintaining a healthy and fit lifestyle. Older adults can feel unmotivated, confused by the technology and unsure of the complex fitness offerings available today (such as Nike+, Runkeeper, Fitocracy to name a few examples) especially by online offerings. It is important that such offerings adapt to the specific needs of older adults to keep them engaged and allow for low barriers of entry when using technology. The company is seeking the expertise of UOIT's research team to build the underlying game technology and for an online gamified online fitness service for older adults. This proposal outlines the need to develop an adaptive gamification web service that interprets physiological and online user activity data of older adults, builds an interactive community through data logging, and establishes a parametric relationship between physical activity and online presence. Such a specialized gamified service would be a first to address motivational aspects of older adults through scientific study relating physical fitness and online presence to each other. This could bring new insights into the study of motivational game technology and provide research value to the company.
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